这里只针对lua
1.为每个关心的事件注册回调函数 具体分为以下几种 1>单点触摸 注册函数为 cc.Handler.EVENT_TOUCH_BEGAN = 40 cc.Handler.EVENT_TOUCH_MOVED = 41 cc.Handler.EVENT_TOUCH_ENDED = 42 cc.Handler.EVENT_TOUCH_CANCELLED = 43 注册的时候必须通过 cc.EventListenerTouchOneByOne:create() 创建listener onTouchBegin/onTouchMove/onTouchEnd为自己注册的回调函数 代码如下: local listener = cc.EventListenerTouchOneByOne:create(); listener:registerScriptHandler(onTouchBegin,cc.Handler.EVENT_TOUCH_BEGAN); listener:registerScriptHandler(onTouchMove,cc.Handler.EVENT_TOUCH_MOVED); listener:registerScriptHandler(onTouchEnd,cc.Handler.EVENT_TOUCH_ENDED);
2>多点点触摸 cc.Handler.EVENT_TOUCHES_BEGAN = 44 cc.Handler.EVENT_TOUCHES_MOVED = 45 cc.Handler.EVENT_TOUCHES_ENDED = 46 cc.Handler.EVENT_TOUCHES_CANCELLED = 47 注册的时候必须通过 cc.EventListenerTouchAllAtOnce:create() 创建listener onTouchesBegin/onTouchesMove/onTouchesEnd为自己注册的回调函数 代码如下: local listener = cc.EventListenerTouchAllAtOnce:create(); listener:registerScriptHandler(onTouchesBegin,cc.Handler.EVENT_TOUCHES_BEGAN); listener:registerScriptHandler(onTouchesMove,cc.Handler.EVENT_TOUCHES_MOVED); listener:registerScriptHandler(onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED);
最后通过下面的代码绑定listener cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener,_layer); 其中_layer是要需要事件的对象 前面 cc.Director:getInstance() 也可用换成_layer 或者 _layer的父节点的对象
这里有几点需要注意: 1.onTouchesBegin/onTouchBegin 里面需要 return true,表示需要处理这个事件,不然不会掉用onTouchMove/onTouchEnd
2.每个触摸函数都包含2个参数 以onTouchMove为例: local function onTouchMove(touch,event) end touch / event 都是userdata(可以理解为C/LUA共有的数据 只要实现了对应的方法 C/Lua可以直接访问/赋值/调用函数 由C管理这块内存)
touch 是当前的触摸点 以下是它的方法 /** Returns the current touch location in OpenGL coordinates. * * @return The current touch location in OpenGL coordinates. */ Vec2 getLocation() const; /** Returns the previous touch location in OpenGL coordinates. * * @return The previous touch location in OpenGL coordinates. */ Vec2 getPreviousLocation() const; /** Returns the start touch location in OpenGL coordinates. * * @return The start touch location in OpenGL coordinates. */ Vec2 getStartLocation() const; /** Returns the delta of 2 current touches locations in screen coordinates. * * @return The delta of 2 current touches locations in screen coordinates. */ Vec2 getDelta() const; /** Returns the current touch location in screen coordinates. * * @return The current touch location in screen coordinates. */ Vec2 getLocationInView() const; /** Returns the previous touch location in screen coordinates. * * @return The previous touch location in screen coordinates. */ Vec2 getPreviousLocationInView() const; /** Returns the start touch location in screen coordinates. * * @return The start touch location in screen coordinates. */ 如下面的代码可以在onTouchMove中直接获取 用户手指的移动距离 local dis = touch:getDelta() print(dis.x,dis.y); 如果是多点触摸 touch是一个table touch[1] touch[2] touch[3]…是触摸的对应点
event 可以表明表明 1.当前用户点击了那个object (event:getCurrentTarget()) 2.当前是press/move/release的那个状态 (event:getEventCode()) cc.EventCode = { BEGAN = 0, MOVED = 1, ENDED = 2, CANCELLED = 3, } 所以我们可以通过一个回调函数来判断当前是那个操作 而不用写3个函数
示例代码
local function onTouchBegin(touch,event) local p = touch:getLocation(); p = _layer:convertToNodeSpace(p); print(p.x,p.y) return true; end
local function onTouchMove(touch,event) end
local function onTouchEnd(touch,event) end
local function onTouchesBegin(touch,event) return true; end
local function onTouchesMove(touch,event)
for i = 1,table.getn(touch) do local location = touch[i]:getLocation() print(i,location.x,location.y) end end local function onTouchesEnd(touch,event) print(onTouchesEnd); end
_layer = cc.Layer:create(); _layer:setTouchEnabled(true) local listener1 = cc.EventListenerTouchOneByOne:create(); listener1:registerScriptHandler(onTouchBegin,cc.Handler.EVENT_TOUCH_BEGAN); listener1:registerScriptHandler(onTouchMove,cc.Handler.EVENT_TOUCH_MOVED); listener1:registerScriptHandler(onTouchEnd,cc.Handler.EVENT_TOUCH_ENDED);
--多点触摸 -- local listener2 = cc.EventListenerTouchAllAtOnce:create() --listener2:registerScriptHandler(onTouchesBegin,cc.Handler.EVENT_TOUCHES_BEGAN ) -- listener2:registerScriptHandler(onTouchesMove,cc.Handler.EVENT_TOUCHES_MOVED ) -- listener2:registerScriptHandler(onTouchesEnd,cc.Handler.EVENT_TOUCHES_MOVED )
local eventDispatcher = _layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener1, _layer) --eventDispatcher:addEventListenerWithSceneGraphPriority(listener2, _layer)
2.直接看代码 local function onTouchEvent(state , ... ) local args = {...}; print(state);
for k,v in pairs(args[1]) do print(k,v) end end
_layer:registerScriptTouchHandler(onTouchEvent,true,0,false);
@onTouchEvent 回调 @ture表示捕获要捕获多点触摸 @0优先级 @false 是否吞没触摸事件 如果是单点触摸 args[1] ->x,y,id 如果是多点触摸 args[1] ->x1,y1,id1,x2,y2,id2
这里cocos2dx-lua封装了 Layer:onTouch(callback, isMultiTouches, swallowTouches) 建议直接使用
这里如果你用cocos2dx-lua 的 lua-empty-test 做模板建立工程 有个bug 需要在 didFinishLaunchingWithOptions 添加代码 [eaglView setMultipleTouchEnabled:YES]; 来打开多点触摸 这里我浪费了半天事件调试 FUCK