十 手游开发神器 cocos2d-x editor 之触摸事件
这一节 我将实现让小怪物跟随我的触摸方向移动,同时触摸的地方产生一个四周发散的效果
效果如下:
代码下载:http://www.kuaipan.cn/file/id_25348935635744782.htm?source=1
打开MainLayer.js,把onDidLoadFromCCB函数修改如下,让触摸可用;
- MainLayer.prototype.onDidLoadFromCCB = function () {
- if (sys.platform == 'browser') {
- this.onEnter();
- }
- else {
- this.rootNode.onEnter = function () {
- this.controller.onEnter();
- };
- }
- this.rootNode.schedule(function (dt) {
- this.controller.onUpdate(dt);
- });
- this.rootNode.onExit = function () {
- this.controller.onExit();
- };
- this.rootNode.onTouchesBegan = function (touches, event) {
- this.controller.onTouchesBegan(touches, event);
- return true;
- };
- this.rootNode.onTouchesMoved = function (touches, event) {
- this.controller.onTouchesMoved(touches, event);
- return true;
- };
- this.rootNode.onTouchesEnded = function (touches, event) {
- this.controller.onTouchesEnded(touches, event);
- return true;
- };
- this.rootNode.setTouchEnabled(true);
- };
在文件底部加入 触摸开始,触摸移动,触摸结束函数;
- MainLayer.prototype.onTouchesBegan = function (touches, event) {
- var loc = touches[0].getLocation();
- }
- MainLayer.prototype.onTouchesMoved = function (touches, event) {
- cc.log("onTouchesMoved");
- }
- MainLayer.prototype.onTouchesEnded = function (touches, event) {
- cc.log("onTouchesEnded");
- }
再创建小怪物的根据点(x,y)移动的函数;
- MainLayer.prototype.monsterMove = function (x, y) {
- this.monster.stopAllActions();
- cc.AnimationCache.getInstance().addAnimations("Resources/snow_frame.plist");//添加帧动画文件
- var action0 = cc.Sequence.create(cc.MoveTo.create(5, cc.p(x, y))); //向前移动
- var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("monster")); //获取帧动画
- var action1 = cc.Repeat.create(actionFrame, 90000);
- var action2 = cc.Spawn.create(action0, action1); //同步动画
- this.monster.runAction(action2);
- }
触摸结束时,加入monsterMove函数,这时触摸一个点,小怪物会立刻移动到该位置;
- MainLayer.prototype.onTouchesEnded = function (touches, event) {
- cc.log("onTouchesEnded");
- var loc = touches[0].getLocation();
- this.monsterMove(loc.x, loc.y);
- }
按照之前博客教过的在particles目录下创建一个发散粒子,现在在触摸的地方加入发散效果,效果周期为3秒,3秒后消失;
再次打开MainLayer.js,加入创建粒子的函数
- MainLayer.prototype.createParticle = function (name, x, y) {
- var particle = cc.ParticleSystem.create("Resources/particles/" + name + ".plist");
- particle.setAnchorPoint(cc.p(0.5, 0.5));
- particle.setPosition(cc.p(x, y));
- particle.setPositionType(1);
- particle.setDuration(3);
- this.rootNode.addChild(particle);
- }
同时在触摸结束时加入粒子函数;
- MainLayer.prototype.onTouchesEnded = function (touches, event) {
- cc.log("onTouchesEnded");
- var loc = touches[0].getLocation();
- this.monsterMove(loc.x, loc.y);
- this.createParticle("around", loc.x, loc.y);
- }
点击运行;一切OK;
下一篇文章 我会介绍cocos2d-x editor的音乐和音效 笔者(李元友)
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