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//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
virtual
void
onTouchMoved(Touch *touch, Event *unused_event);
virtual
void
onTouchEnded(Touch *touch, Event *unused_event);
void
funCallback(
float
dt);
CREATE_FUNC(GameScene);
private
:
//注意不能用auto关键字
Size size;
Sprite *sprite;
Point prePos;
//起点位置
Point curPos;
//当前点位置
float
moveDistance;
};
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//GameScene.cpp
// Created by Jacedy on 14-8-11.
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
sprite = Sprite::create(
"OnePiece_1.png"
);
sprite->setPosition(Vec2(size.width/2, size.height/2));
this
->addChild(sprite);
//设定滑动距离
moveDistance = 30;
//创建监听事件对象
auto
listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,
this
);
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved,
this
);
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded,
this
);
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
return
true
;
}
void
GameScene::funCallback(
float
dt)
{
auto
sub = Vec2(prePos, curPos);
//判断水平和垂直方向上哪个偏移量大
//水平移动
if
(
fabs
(sub.x) >
fabs
(sub.y))
{
//右滑
if
(sub.x > moveDistance)
log
(
"right"
);
else
//左滑
if
(sub.x < -moveDistance)
log
(
"left"
);
}
else
{
//上滑
if
(sub.y > moveDistance)
log
(
"up"
);
else
//下滑
if
(sub.y < -moveDistance)
log
(
"down"
);
}
}
bool
GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
auto
pos = touch->getLocation();
//保存起始点
prePos = pos;
scheduleOnce(schedule_selector(GameScene::funCallback), 0.3f);
return
true
;
}
void
GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
auto
pos = touch->getLocation();
//随时获取当前移动点的位置
curPos = pos;
}
void
GameScene::onTouchEnded(Touch *touch, Event *unused_event)
{
auto
pos = touch->getLocation();
}
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