在我點遊戲界面中放置兩個按鈕:Start, Exit,代表開始遊戲,和結束遊戲,如下:
看到了吧,妹妹不錯吧,嘿,百度搜的。。
那麼怎麼做到的呢?
首先導入資源ExitButton.jpg 和StartButton.jpg, 然後創建精靈如:
auto start = Sprite::create("StartButton.jpg");
start->setPosition(Vec2(start->getContentSize().width / 2 + 20, visibleSize.height / 2));
addChild(start);
接下來給創建事件監聽器,並綁定回調函數:
auto startListener = EventListenerTouchOneByOne::create();
startListener->onTouchBegan =[&](cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::Vec2 p = touch->getLocation();
auto target = event->getCurrentTarget();
cocos2d::Rect rect = target->getBoundingBox(); // 判斷觸摸點是否在該按鈕裏面
if(rect.containsPoint(p))
{
return true; // to indicate that we have consumed it.
}
return false; // we did not consume this event, pass thru.
};
startListener->onTouchEnded = [=](cocos2d::Touch* touch, cocos2d::Event* event)
{
StartLayer::StartGame(nullptr); //開始遊戲
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(startListener, start);
這樣就ok了,另一個退出按鈕的實現也按照同樣的方法。
這個是一般的方法,但是缺點比較明顯,就是添加了許多東西,接下來我要介紹另一種方法,我將其封裝到自定義到精靈中如下:
CustomSprite.h頭文件
//
// 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:
virtual ~CustomSprite(){}
static CustomSprite* createWithPath(const std::string &path);
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:
CustomSprite():onTouchBegan(nullptr),onTouchEnded(nullptr) {}
virtual bool initWithFile(const std::string& filename) override;
};
#endif /* defined(__DontSaveMe__CustomSprite__) */
// CustomSprite.cpp
// DontSaveMe
//
// Created by Mr Gan on 12/23/14.
//
//
#include "CustomSprite.h"
CustomSprite *CustomSprite::createWithPath(const std::string &path)
{
auto sprite = new CustomSprite();
if(sprite && sprite->initWithFile(path))
{
sprite->autorelease();
return sprite;
}
else
{
delete sprite;
sprite = nullptr;
return nullptr;
}
}
bool CustomSprite::initWithFile(const std::string& filename)
{
if(!Sprite::initWithFile(filename))
{
return false;
}
auto listener = cocos2d::EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [&](cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::Vec2 p = touch->getLocation();
cocos2d::Rect rect = this->getBoundingBox();
if(rect.containsPoint(p))
{
if(onTouchBegan)
onTouchBegan(touch, event);
return true; // to indicate that we have consumed it.
}
return false; // we did not consume this event, pass thru.
};
listener->onTouchEnded = [=](cocos2d::Touch* touch, cocos2d::Event* event)
{
if(onTouchEnded)
onTouchEnded(touch, event);
};
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
怎麼用呢很簡單如下:
auto start = CustomSprite::createWithPath("StartButton.jpg");
start->setPosition(Vec2(start->getContentSize().width / 2 + 20, visibleSize.height / 2));
start->onTouchEnded = CC_CALLBACK_2(StartLayer::onBeginTouchStartButton, this);
addChild(start);
auto exit = CustomSprite::createWithPath("ExitButton.jpg");
exit->setPosition(Vec2(start->getPositionX(), start->getPositionY() - 70));
exit->onTouchEnded = CC_CALLBACK_2(StartLayer::onBeginTouchExitButton, this);
addChild(exit);
在定義onBeginTouchStartButton,和 onBeginTouchExitButton
void StartLayer::onBeginTouchStartButton(Touch* touch, Event* event)
{
StartGame(nullptr);
}
void StartLayer::onBeginTouchExitButton(Touch* touch, Event* event)
{
ExitGame(nullptr);
}