所以我正在尝试使用 cocos2d-x 最新版本创建一个简单的应用程序,但由于某种原因无法连接我的触摸。这是我的类(class):
class GameLayer : public cocos2d::Layer
{
public:
static cocos2d::Layer* createLayer();
void update(float dt);
virtual bool init();
CREATE_FUNC(GameLayer);
private:
bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
};
cocos2d::Layer* GameLayer::createLayer()
{
GameLayer *layer = GameLayer::create();
return layer;
}
bool GameLayer::init()
{
if (!cocos2d::Layer::init())
{
return false;
}
this->schedule(schedule_selector(GameLayer::update));
this->setTouchEnabled(true);
return true;
}
void GameLayer::update(float dt)
{
}
bool GameLayer::onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::log("You touched %f, %f", touch->getLocationInView().x, touch->getLocationInView().y);
return true;
}
void GameLayer::onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
void GameLayer::onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
我注意到,当我调用 setTouchEnabled
调用时,名为 _running
的内部标志设置为 false,因此它实际上并未注册我的触摸事件。但是我似乎无法弄清楚为什么会这样。我是不是调用错误或顺序错误?
最佳答案
目前,cocos2dx 正在对库进行重大改革,许多事情都发生了变化,包括触摸注册和传播。现在它是这样工作的:
GameLayer.h
class GameLayer : public cocos2d::Layer
{
public:
static cocos2d::Layer* createLayer();
void update(float dt);
virtual bool init();
CREATE_FUNC(GameLayer);
private:
virtual void onEnter();
virtual void onExit();
bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event);
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
};
GameLayer.cpp
cocos2d::Layer* GameLayer::createLayer()
{
GameLayer *layer = GameLayer::create();
return layer;
}
bool GameLayer::init()
{
if (!cocos2d::Layer::init())
{
return false;
}
this->schedule(schedule_selector(GameLayer::update));
return true;
}
void GameLayer::onEnter()
{
Layer::onEnter();
// Register Touch Event
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this);
dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void GameLayer::onExit()
{
// You don't need to unregister listeners here as new API
// removes all linked listeners automatically in CCNode's destructor
// which is the base class for all cocos2d DRAWING classes
Layer::onExit();
}
void GameLayer::update(float dt)
{
}
bool GameLayer::onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event)
{
cocos2d::log("You touched %f, %f", touch->getLocationInView().x, touch->getLocationInView().y);
return true;
}
void GameLayer::onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
void GameLayer::onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event)
{
}
希望对您有所帮助!
关于c++ - 无法接触到在多平台 cocos2d-x 应用程序中工作,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19748790/