废话少说,上代码:
其实上次也说过的只不过这次是完善啦一些。
CustomSprite.h头文件声明:
//
// CustomSprite.h
// DontSaveMe
// Created by Mr Gan on 12/23/14.
//
#ifndef __DontSaveMe__CustomSprite__
#define __DontSaveMe__CustomSprite__
#include "cocos2d.h"
#include <string>
#include <stdio.h>
#include <functional>
USING_NS_CC;
class CustomSprite :public Sprite
{
public:
CustomSprite();
virtual ~CustomSprite();
static CustomSprite* createWithPath(conststd::string &path);
static CustomSprite* createWithFramename(conststd::string &name);
std::function<bool(touch*,Event*)> ontouchBegan;
std::function<voID(touch*,Event*)> ontouchmoved;
std::function<voID(touch*,Event*)> ontouchended;
std::function<voID(touch*,Event*)> ontouchCancelled;
protected:
voID addEventListener();
virtual bool initWithfile(conststd::string& filename) overrIDe; //根据文件名创建
virtual bool initWithSpriteFramename(conststd::string &name) overrIDe; // 根据精灵帧名创建
};
#endif /* defined(__DontSaveMe__CustomSprite__) */
CustomSprite.cpp实现文件如下:
//
// CustomSprite.cpp
// DontSaveMe
//
// Created by Mr Gan on 12/23/14.
//
#include "CustomSprite.h"
CustomSprite::CustomSprite()
:ontouchBegan(nullptr)
,ontouchmoved(nullptr)
nullptr)
nullptr)
{
addEventListener();
}
CustomSprite::~CustomSprite()
{
Director::getInstance()->getEventdispatcher()->removeEventListenersForTarget(this);
}
CustomSprite *CustomSprite::createWithPath(const std::string &path)
auto sprite = new CustomSprite();
if(sprite && sprite->initWithfile(path))
{
sprite->autorelease();
return sprite;
}
else
CC_SAFE_DELETE(sprite);
return nullptr;
CustomSprite* CustomSprite::createWithFramename(const std::string &name)
if(sprite && sprite->initWithSpriteFramename(name))
bool CustomSprite::initWithSpriteFramename(const std::string &name)
if(!Sprite::initWithSpriteFramename(name))
{
return false;
return true;
voID CustomSprite::addEventListener()
auto Listener = cocos2d::EventListenertouchOneByOne::create();
Listener->setSwallowtouches(true);
Listener->ontouchBegan = [&](cocos2d::touch* touch,cocos2d::Event* event)
cocos2d::Vec2 p;
auto parent = this->getParent();
if (parent) {
p = parent->converttouchToNodeSpace(touch); //转化为统一坐标系下比较
}
else
{
p = touch->getLocation(); //OpenGL的坐标
}
cocos2d::Rect rect = this->getBoundingBox();
if(rect.containsPoint(p))
{
if(ontouchBegan)
ontouchBegan(touch,event);
returntrue; // to indicate that we have consumed it.
}
returnfalse; // we dID not consume this event,pass thru.
};
Listener->ontouchended = [=](cocos2d::touch* touch,27); margin-top:0px; margin-bottom:0px; Font-size:15px; Font-family:Menlo"> if(ontouchended)
ontouchended(touch,event);
Listener->ontouchCancelled = [=](cocos2d::touch* touch,27); margin-top:0px; margin-bottom:0px; Font-size:15px; Font-family:Menlo"> if(ontouchCancelled)
ontouchCancelled(touch,27); margin-top:0px; margin-bottom:0px; Font-size:15px; Font-family:Menlo"> Listener->ontouchmoved = [=](cocos2d::touch* touch,27); margin-top:0px; margin-bottom:0px; Font-size:15px; Font-family:Menlo"> if(ontouchmoved)
ontouchmoved(touch,27); margin-top:0px; margin-bottom:0px; Font-size:15px; Font-family:Menlo"> cocos2d::Director::getInstance()->getEventdispatcher()->addEventListenerWithSceneGraPHPriority(Listener,this);
bool CustomSprite::initWithfile(const std::string& filename)
if(!Sprite::initWithfile(filename))
}
好了,下面讲讲如何用。首先添加头文件CustomSprite.h这个是不用说的,呵呵。
然后创建精灵,添加精灵事件监听,如下:
auto start = CustomSprite::createWithFramename("start1.png");
start->setposition(Vec2(480,200));
start->ontouchended =CC_CALLBACK_2(StartScene::onStart,this);
addChild(start);
onStart回调代码如下:
voID StartScene::onStart(touch *touch,Event *event)
log("StartLayer::onStart");
auto scene =MainScene::createScene();
Director::getInstance()->replaceScene(scene);
到这就结束了,用起来还是挺方便到吧
总结以上是内存溢出为你收集整理的cocos2dx3.2 自定义精灵让精灵能够回调接收EventTouch事件,全部内容,希望文章能够帮你解决cocos2dx3.2 自定义精灵让精灵能够回调接收EventTouch事件,所遇到的程序开发问题。
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