#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"USING_NS_CC;class HelloWorld : public cocos2d::Layer{public: // there's no 'ID' in cpp,so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); virtual bool init(); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); voID ontouchesBegan(const std::vector<cocos2d::touch*>& touches,cocos2d::Event* event); voID ontouchesMoved(const std::vector<cocos2d::touch*>& touches,cocos2d::Event* event); Sprite* bgSprite; Vec2 bgOrigin; Layer* mapLayer; };#endif // __HELLOWORLD_SCENE_H__
HelloWorld.cpp
#include "HelloWorldScene.h"USING_NS_CC;Scene* HelloWorld::createScene(){ // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){ ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } ///////////////////////////// mapLayer = Layer::create(); this->addChild(mapLayer,-1); bgSprite = Sprite::create("2.jpg"); bgSprite->setAnchorPoint(Vec2::ZERO); bgSprite->setposition(Vec2::ZERO),bgOrigin = Vec2(Vec2::ZERO); mapLayer->addChild(bgSprite); auto treeSprite = Sprite::create("1.png"); treeSprite->setAnchorPoint(Vec2::ZERO); treeSprite->setposition(Vec2::ZERO),treeSprite->setScale(2); bgSprite->addChild(treeSprite,2); auto map = TMXTiledMap::create("mymap4.tmx"); map->setAnchorPoint(Vec2::ZERO); map->setposition(Vec2::ZERO),bgSprite->addChild(map,1); auto Listener = EventListenertouchAllAtOnce::create(); Listener->ontouchesBegan = CC_CALLBACK_2(HelloWorld::ontouchesBegan,this); Listener->ontouchesMoved = CC_CALLBACK_2(HelloWorld::ontouchesMoved,this); _eventdispatcher->addEventListenerWithSceneGraPHPriority(Listener,bgSprite); return true;}voID HelloWorld::ontouchesBegan(const std::vector<cocos2d::touch*>& touches,cocos2d::Event* event){ cclOG("touch begin");}voID HelloWorld::ontouchesMoved(const std::vector<cocos2d::touch*>& touches,cocos2d::Event* event){ cclOG("touch moved"); auto winSize = Director::getInstance()->getWinSize(); if(touches.size() > 1) // 多点进行缩放 { cclOG("多点缩放"); // 得到当前两触摸点 auto point1 = touches[0]->getLocation(); auto point2 = touches[1]->getLocation(); // 计算两点之间得距离 auto currdistance = point1.distance(point2); // 计算两触摸点上一时刻之间得距离 auto prevdistance = touches[0]->getPrevIoUsLocation().distance(touches[1]->getPrevIoUsLocation()); // 两触摸点与原点的差向量,pointVec1和pointVec2是相对于bgSprite的位置 auto pointVec1 = point1 - bgOrigin; auto pointVec2 = point2 - bgOrigin; // 两触摸点的相对中点 auto relMIDx = (pointVec1.x + pointVec2.x) / 2 ; auto relMIDy = (pointVec1.y + pointVec2.y) / 2 ; // 计算bgSprite的锚点 auto anchorX = relMIDx / bgSprite->getBoundingBox().size.wIDth; auto anchorY = relMIDy / bgSprite->getBoundingBox().size.height; // 相对屏幕的中点 auto absMIDx = (point2.x + point1.x) / 2 ; auto absMIDy = (point2.y + point1.y) / 2 ; // 缩放时,为了避免出现空白的区域,需要做以下的边界处理。 // 当bgSprite快要进入到屏幕时,修改bgSprite的位置(既absMIDx和absMIDy)。 if( bgOrigin.x > 0) { absMIDx -= bgOrigin.x; } if( bgOrigin.x < -bgSprite->getBoundingBox().size.wIDth + winSize.wIDth ) { absMIDx += -bgSprite->getBoundingBox().size.wIDth + winSize.wIDth - bgOrigin.x; } if( bgOrigin.y > 0 ) { absMIDy -= bgOrigin.y; } if( bgOrigin.y < -bgSprite->getBoundingBox().size.height + winSize.height ) { absMIDy += -bgSprite->getBoundingBox().size.height + winSize.height - bgOrigin.y; } // 重设bgSprite锚点和位置 bgSprite->setAnchorPoint(Vec2(anchorX,anchorY)); bgSprite->setposition(Vec2(absMIDx,absMIDy)); // 根据两触摸点前后的距离计算缩放倍率 auto scale = bgSprite->getScale() * ( currdistance / prevdistance); // 控制缩放倍率在1~4倍之间,最小倍率不能太小,不让背景将不能填充满整个屏幕。 scale = MIN(4,MAX(1,scale)); bgSprite->setScale(scale); // 更新原点位置 bgOrigin = Vec2(absMIDx,absMIDy) - Vec2(bgSprite->getBoundingBox().size.wIDth * anchorX,bgSprite->getBoundingBox().size.height * anchorY) ; } else if(touches.size() == 1) // 单点进行移动 { cclOG("单点移动"); // 单点时,touches中只有一个touch对象,所以通过touches[0]就可以得到触摸对象 auto touch = touches[0]; // 计算滑动过程中的滑动增量 auto diff = touch->getDelta(); // 得到当前bgSprite的位置 auto currentPos = bgSprite->getposition(); // 得到滑动后bgSprite应该所在的位置 auto pos = currentPos + diff; // 得到此刻bgSprite的尺寸 auto bgSpriteCurrSize = bgSprite->getBoundingBox().size; //边界控制,约束pos的位置 pos.x = MIN(pos.x,bgSpriteCurrSize.wIDth * bgSprite->getAnchorPoint().x); pos.x = MAX(pos.x,-bgSpriteCurrSize.wIDth + winSize.wIDth + bgSpriteCurrSize.wIDth * bgSprite->getAnchorPoint().x); pos.y = MIN(pos.y,bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); pos.y = MAX(pos.y,-bgSpriteCurrSize.height + winSize.height + bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); // 重设bgSprite位置 bgSprite->setposition(pos); // 更新原点位置 if( pos.x >= bgSpriteCurrSize.wIDth * bgSprite->getAnchorPoint().x || pos.x <= -bgSpriteCurrSize.wIDth + winSize.wIDth + bgSpriteCurrSize.wIDth * bgSprite->getAnchorPoint().x) { diff.x = 0; } if( pos.y >= bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y || pos.y <= -bgSpriteCurrSize.height + winSize.height + bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y) { diff.y = 0; } bgOrigin += diff; }}总结
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