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
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<a href="https://www.jb51.cc/tag/baokuo/" target="_blank" class="keywords">包括</a>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;
}
}
//<a href="https://www.jb51.cc/tag/tianjia/" target="_blank" class="keywords">添加</a>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<a href="https://www.jb51.cc/tag/baokuo/" target="_blank" class="keywords">包括</a>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
以上这篇cocos creator Touch事件应用(触控选择多个子节点的实例)就是小编分享给大家的全部内容了,希望能给大家一个参考,也希望大家多多支持编程之家。
原文链接:https://www.f2er.com/js/36532.html