cocos2dx中精灵点击事件处理的两种方式——Sprite和ImageView
发布时间:2020-12-14 17:01:00 所属栏目:百科 来源:网络整理
导读:1. ImageView 的方式:封装的Widget组件ImageVIew实现了类似按钮的监听事件,所以处理起来很方便直接 ImageView*_pPokerImageView;_pPokerImageView = ImageView::create(tmpStr);_pPokerImageView-setAnchorPoint(Vec2(0,0));_pPokerImageView-setTouchEnabl
1. ImageView 的方式:封装的Widget组件ImageVIew实现了类似按钮的监听事件,所以处理起来很方便直接
ImageView* _pPokerImageView; _pPokerImageView = ImageView::create(tmpStr); _pPokerImageView->setAnchorPoint(Vec2(0,0)); _pPokerImageView->setTouchEnabled(true); addChild(_pPokerImageView); _pPokerImageView->addTouchEventListener([this](Ref* pSender,Widget::TouchEventType type) { if (type == Widget::TouchEventType::ENDED) { PokerEventStatus tmpStatus = (getStatusValue() == SelectedStatus) ? NormalStatus : SelectedStatus; updateSelectedSigned(tmpStatus); if (getStatusValue() == SelectedStatus) { updateSelectedSigned(SelectedStatus); } else { updateSelectedSigned(NormalStatus); } } 2.Sprite的方式:需要手动实现监听事件代码,而且需要根据坐标,size去做精灵点击区域判断,写起来稍微复杂点,不过条条道路通罗马,多点方式,多种选择 </pre><pre name="code" class="cpp">EventListenerTouchOneByOne* _spriteListener; Sprite* _pPokerSprite; /* 添加事件监听 */ _spriteListener = EventListenerTouchOneByOne::create(); _spriteListener->onTouchBegan = [this](Touch* touch,Event* event) -> bool { /* 获取事件所绑定的 target */ auto target = event->getCurrentTarget(); /* 获取当前点击点所在相对按钮的位置坐标 */ Vec2 locationInNode = target->convertToNodeSpace(touch->getLocation()); Size targetSize = target->getContentSize(); Rect rect = Rect(_pPokerSprite->getPositionX(),_pPokerSprite->getPositionY(),COCOSNODE_WIDTH(_pPokerSprite),COCOSNODE_HEIGHT(_pPokerSprite)); bool isClicked = rect.containsPoint(locationInNode); /* 点击范围判断 */ if (isClicked) { PokerEventStatus tmpStatus = (getStatusValue() == SelectedStatus) ? NormalStatus : SelectedStatus; updateSelectedSigned(tmpStatus); if (getStatusValue() == SelectedStatus) { updateSelectedSigned(SelectedStatus); } else { updateSelectedSigned(NormalStatus); } } /* 此处一定要动态设置事件吞噬,否则层只会响应最后一张加入精灵的事件 */ _spriteListener->setSwallowTouches(isClicked); return isClicked; }; 在init时同时初始化精灵,加入层 _pPokerSprite = Sprite::createWithTexture(pChessTexture,tmpRect); _pPokerSprite->setAnchorPoint(Vec2(0,0)); addChild(_pPokerSprite); 然后在onEnter里加入监听: void TBBullFightPoker::onEnter(void) { Node::onEnter(); do { CC_BREAK_IF(!_pPokerSprite); _eventDispatcher->addEventListenerWithSceneGraphPriority(_spriteListener,_pPokerSprite); } while (0); }同样在onExit里删除监听: void TBBullFightPoker::onExit(void) { _eventDispatcher->removeEventListener(_spriteListener); Node::onExit(); } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |