Ten mobile game development artifact cocos2d-x editor touch event

Source: Internet
Author: User

In this section, I will allow little monsters to move in the direction of my touch, while the place of the touch will produce a four-byte divergence effect.

 

The effect is as follows:

 

 

Code download: http://www.kuaipan.cn/file/id_25348935635744782.htm? Source = 1

 

 

Open MainLayer. js and modify the onDidLoadFromCCB function as follows to make the touch available;

 

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);};

Add the touch start function at the bottom of the file, touch the mobile function, and touch the end function;

 

 

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);}

 

 

Create a function for moving small monsters by point (x, y;

 

MainLayer. prototype. monsterMove = function (x, y) {this. monster. stopAllActions (); cc. animationCache. getInstance (). addAnimations (Resources/snow_frame.plist); // Add the Frame Animation file var action0 = cc. sequence. create (cc. moveTo. create (5, cc. p (x, y); // move var actionFrame = cc forward. animate. create (cc. animationCache. getInstance (). getAnimation (monster); // get the Frame Animation var action1 = cc. repeat. create (actionFrame, 90000); var action2 = cc. spawn. create (action0, action1); // synchronize the animation this. monster. runAction (action2 );}

When the touch ends, add the monsterMove function. When a point is touched, the little monster will immediately move to this position;

 

 

MainLayer.prototype.onTouchesEnded = function (touches, event) {    cc.log(onTouchesEnded);    var loc = touches[0].getLocation();    this.monsterMove(loc.x, loc.y);}

Create a divergence particle under the "participation" directory as taught by the blog. Now, add the divergence effect to the touch. The effect period is 3 seconds and disappears after 3 seconds;

 

 

Open MainLayer. js again and add the particle creation function.

 

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);}

At the same time, add the particle function at the end of the touch;

 

 

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);}

Click Run. Everything is OK;

 

 

 

 

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