标签:rds 冒泡 turn rto idt .sh activate one current
最近参与了cocos creator的研究,开发小游戏,结果被一个事件坑得不行不行的。现在终于解决了,分享给大家。
原理
1.触控事件是针对节点的
2.触控事件的冒泡,是直接关系冒泡,父子可以,孙子不行,就是不能隔代冒泡
3.父节点不响应触控事件,肯定是被孩子节点遮挡了,只要孩子节点也监听一下事件,父节点就可以响应了
4.触控位置是绝对坐标,相对于整个canvas,节点位置相对于父节点,相对位置可以与绝对坐标相互转化
5.节点是否被触控到,touch start事件可以肯定被触摸到,但是一个节点触摸到必须等待其结束,另一个节点才能响应touch事件
6.判断是否框选中,根据坐标计算相互交叉即是选中。就是说我从触控起点->触控终点 构成的矩形区域,与节点的矩形存在重叠,就是被框选。本例中,采用比较粗略的算法实现,根据横坐标的范围是否包含子节点的横坐标判断是否选中。
7.计算某个数值是否在某一范围内,首先计算出范围的最大值、最小值,然后作比较即可。
核心代码
cc.Class({ extends: cc.Component, properties: { // foo: { // default: null, // The default value will be used only when the component attaching // to a node for the first time // url: cc.Texture2D, // optional, default is typeof default // serializable: true, // optional, default is true // visible: true, // optional, default is true // displayName: ‘Foo‘, // optional // readonly: false, // optional, default is false // }, // ... poker:{ default:null, type:cc.Node }, cardMask:{ default:null, type: cc.Prefab } }, // use this for initialization onLoad: function () { //牌 this.cards = this.poker.children; //牌初始位置 this.cardInitY = this.cards[0].y; //触摸选择到的牌 this.touchedCards = []; //选中的牌 this.selectedCards = []; console.info(this.cards); }, start: function () { // this.cards = this.poker.children; // console.info(this.cards); this.addTouchEvent(); }, /** * 添加事件 */ addTouchEvent:function(){ //父节点监听touch事件(直接子节点必须注册同样的事件方能触发) this.poker.on(cc.Node.EventType.TOUCH_START, function (event) { console.log(‘poker TOUCH_START‘); //牌 var card = event.target; //起始触摸位置(和第一张card一样,相对于poker的位置) this.touchStartLocation = this.cards[0].convertTouchToNodeSpace(event); console.log(‘touch start Location:‘+ JSON.stringify(this.touchStartLocation)); //计算牌位置 var index = 0; for(var i=0;i<this.cards.length;i++){ var c = this.cards[i]; if(c.name == card.name){ index = i; break; } } //暂存第一次触摸到的牌 var touchedCard = { index:index, card:card }; this.firstTouchedCard = touchedCard; //暂存 this.pushTouchedCards(touchedCard.index,touchedCard.card); }, this); //父节点监听touch事件(直接子节点必须注册同样的事件方能触发) this.poker.on(cc.Node.EventType.TOUCH_MOVE, function (event) { console.log(‘poker TOUCH_MOVE‘); //先清除原先触摸到的牌 this.clearTouchedCards(); //保存第一张牌 this.pushTouchedCards(this.firstTouchedCard.index,this.firstTouchedCard.card); //触摸点转换为card节点坐标 var nodeLocation = this.cards[0].convertTouchToNodeSpace(event); console.log(‘touch nodeLocation:‘+ JSON.stringify(nodeLocation)); var x = nodeLocation.x; var y = nodeLocation.y; //找到当前选中的牌 var currentCard = null; for(var i=0;i< this.cards.length;i++){ var card = this.cards[i]; var cardX = card.x; var cardY = card.y; console.log(‘card x=‘+cardX+‘,y=‘+cardY); //某张牌范围包括了鼠标位置,选中此牌与触摸开头的所有牌 var cardWidth = i==5 ? card.width:19; var cardHeight = card.height; if(cardX<=x && x <= cardX+cardWidth && cardY<=y && y<= cardY+cardHeight){ currentCard = card; //暂存触摸到的牌 this.pushTouchedCards(i,card); break; } } //添加开头与此牌直接的所有牌 var startTouchLocation = this.touchStartLocation; for(var i=0;i< this.cards.length;i++){ var card = this.cards[i]; var cardX = card.x; //框选的范围包括了的牌 var min,max; if(startTouchLocation.x < nodeLocation.x){ min = startTouchLocation.x; max = nodeLocation.x; }else{ min = nodeLocation.x; max = startTouchLocation.x; } console.log(‘min=‘+min+‘, max=‘+max); if(min <= cardX && cardX <= max){ //暂存触摸到的牌 this.pushTouchedCards(i,card); } } }, this); //父节点监听touch事件(直接子节点必须注册同样的事件方能触发) this.poker.on(cc.Node.EventType.TOUCH_END, function (event) { console.log(‘poker TOUCH_END‘); this.doSelectCard(); }, this); //父节点监听touch事件(直接子节点必须注册同样的事件方能触发) this.poker.on(cc.Node.EventType.TOUCH_CANCEL, function (event) { console.log(‘poker TOUCH_CANCEL‘); this.doSelectCard(); }, this); //给所有的牌注册事件,会自动冒泡到poker节点 for(var i=0;i< this.cards.length;i++){ var cards = this.cards; //闭包传递i值 (function(i){ var card = cards[i]; card.on(cc.Node.EventType.TOUCH_START, function (event) { console.log(‘card TOUCH_START‘); }, card); card.on(cc.Node.EventType.TOUCH_MOVE, function (event) { console.log(‘card TOUCH_MOVE‘); }, card); card.on(cc.Node.EventType.TOUCH_END, function (event) { console.log(‘card TOUCH_END‘); }, card); card.on(cc.Node.EventType.TOUCH_CANCEL, function (event) { console.log(‘card TOUCH_CANCEL‘); }, card); })(i) } }, /** * 暂存触摸到的牌 */ pushTouchedCards:function(index,card){ //构造牌对象 var cardObj = { index:index, name:card.name, isSelected:card.y==this.cardInitY?false:true //高度不一样,表示选中 }; //防止重复添加 var existCard = this.touchedCards.find(function(obj){ if(obj.name == card.name){ return obj; }else{ return null; } }); if(!existCard){ //添加暂存 this.touchedCards.push(cardObj); //包含提示 this.addCardMask(card); } }, /** * 清除原先暂存的触摸到的牌 */ clearTouchedCards:function(){ for(var i=0;i<this.touchedCards.length;i++){ var cardIndex = this.touchedCards[i].index; var card = this.cards[cardIndex]; card.removeChild(card.children[0]); } this.touchedCards = []; }, /** * 选择牌 */ doSelectCard:function(){ this.selectedCards = []; console.log(this.touchedCards); //改变牌状态 for(var i = 0; i< this.touchedCards.length;i++){ var cardObj = this.touchedCards[i]; var card = this.cards[cardObj.index]; if(cardObj.isSelected){ //如果是选中改为不选中 card.y = card.y - 30; }else{ //不选中改为选中状态 card.y = card.y + 30; } } //重置 this.clearTouchedCards(); //显示选中的牌 this.showSelectedCards(); }, /** * 包含牌遮罩 */ addCardMask:function(card){ var cardMask = cc.instantiate(this.cardMask); cardMask.setPosition(cc.p(0, 0)); card.addChild(cardMask); }, /** * 显示选中的牌 */ showSelectedCards:function(){ this.selectedCards = []; for(var i=0;i< this.cards.length;i++){ var card = this.cards[i]; var isSelected = card.y==this.cardInitY?false:true; if(isSelected){ this.selectedCards.push(card.name); } } //输出 console.info("selected cards is: "+ JSON.stringify(this.selectedCards)); }, // called every frame, uncomment this function to activate update callback // update: function (dt) { // }, });
效果
cocos creator Touch事件应用(触控选择多个子节点)
标签:rds 冒泡 turn rto idt .sh activate one current
原文地址:http://www.cnblogs.com/hdwang/p/7498858.html