Esempio n. 1
0
void HelloWorld::testMouseEvent()
{
	auto listener = EventListenerMouse::create();

	listener->onMouseDown = [&](Event* event){
		log("onMouseDown");
	};

	listener->onMouseMove = [&](Event* event){
		log("onMouseMove");
		EventMouse* e = (EventMouse*)event;
		touch_pos = e->getLocation();
		streak->setPosition(touch_pos);
	};

	listener->onMouseUp = [&](Event* event){
		log("onMouseUp");
	};

	listener->onMouseScroll = [&](Event* event){
		log("onMouseScroll");
	};

	dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void WorldScene::mouseClick(cocos2d::Event* event, Player* player) {
	CCLOG("mouse");
	CCLOG("Category %x", player->getPhysicsBody()->getCategoryBitmask());
	CCLOG("Collision %x", player->getPhysicsBody()->getCollisionBitmask());
	if (player->getArrow() > 0) {
		Vec2 loc = player->getPosition();
		CCLOG("%d", player->getArrow());
		EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
		mouseEvent->getMouseButton();
		//auto pro = Sprite::create("CloseNormal.png");
		auto pro = Projectile::create();
		pro->setPosition(loc);

		this->addChild(pro, 1);
		//pro->setPosition(mouseEvent->getLocation().x, this->getContentSize().height-mouseEvent->getLocation().y);
		if (player->getMode() == 'a') {
			pro->setMode('a');
			Vec2 offset = mouseEvent->getLocation();
			offset.y = this->getContentSize().height - offset.y;
			offset -= player->getPosition();
			offset.normalize();

			auto deg = atan(offset.x / offset.y) * 180 /3.14;
			if (offset.y<0) {
				deg += 180;
			}
			CCLOG("%f", deg);

			auto target = offset*1000 + player->getPosition();
			auto rotate = RotateBy::create(0, deg);
			auto shoot = MoveTo::create(2.0f, target);
			auto remove = RemoveSelf::create();
			pro->runAction(Sequence::create(rotate, shoot, remove, nullptr));
			player->setArrow(player->getArrow() - 1);
		}
		else {
			pro->setMode('b');
			auto shoot = MoveBy::create(2.0f, Vec2(0, 500));
			auto remove = RemoveSelf::create();
			pro->runAction(Sequence::create(shoot, remove, nullptr));
			player->setArrow(player->getArrow() - 4);
		}
		
		
		setArrow(player->getArrow());
	}
}
Esempio n. 3
0
void GameScene::onMouseDown(Event* ev1)
{
	EventMouse* ev = (EventMouse*)ev1;
	Vec2 loc = ev->getLocation();
	int size = map.size();
	/*for (int i = 0; i < 9; i++) {
		for (int j = 0; j < 9; j++) {
			map.at(i + j).label->setColor(Color3B::BLUE);
			Vec2 mao = (map.at(i + j)).image->getPosition();
			Vec2 origin = Vec2(mao.x - 19, mao.y - 19);
			Size size = Size(38.0, 38.0);
			Rect rect = Rect(origin, size);
			if (rect.containsPoint(loc)) {
				current = map.at(i + j);
				map.at(i + j).label->setColor(Color3B::RED);
				return;
			}
		}
	}*/
}
Esempio n. 4
0
void MapLayer::onMouseMove(Event *event){
    if(!mapEdit)
        return;
    
    EventMouse *e = (EventMouse*)event;
    Vec2 mousePos = e->getLocation();
    mousePos.y = Director::getInstance()->getWinSize().height - mousePos.y;
    mousePos -= CreatureLayer::GetInstance()->getPosition();
    mouseX = (int)mousePos.x/TILE_SIZE;
    mouseY = (int)mousePos.y/TILE_SIZE;
    
    if(mouseX < 0 || mouseX > width-1)
        mouseX = oldMouseX;
    if(mouseY < 0 || mouseY > height-1)
        mouseY = oldMouseY;
    
    if(oldMouseX != mouseX || oldMouseY != mouseY){
        SetNavigationString();
        if(isMouseDown){
            if(isEraser) {
                Erase(mouseX, mouseY);
            }
            else{
                Add(nowTile, mouseX, mouseY, 0.0f, false);
                if(nowTile < 10){
                    
                }
                else if(nowTile < 100){
                    obstacleCount++;
                }
                else{
                    objectCount++;
                }
            }
        }
        oldMouseX = mouseX;
        oldMouseY = mouseY;
    }
}
bool MouseScene::init()
{
	if (!Layer::init())
	{
		return false;
	}

	auto listener = EventListenerMouse::create();
	listener->onMouseDown = [](cocos2d::Event* event)
	{
		try
		{
			EventMouse* mouseEvent = dynamic_cast<EventMouse*>(event);
			mouseEvent->getMouseButton();
			std::stringstream message;
			message << "Mouse event: Button: " << mouseEvent->getMouseButton() << "pressed at point (" << mouseEvent->getLocation().x << ", " << mouseEvent->getLocation().y << ")";
			MessageBox(message.str().c_str(), "Mouse Event Details");
		}
		catch (std::bad_cast& e)
		{
			//not sure what kind of event you passed us cocos, but it was a wrong one
			return;
		}
	};
	listener->onMouseMove = [](cocos2d::Event* event){
		// Cast Event to EventMouse for position details like above
		cocos2d::log("Mouse moved event");
	};

	listener->onMouseScroll = [](cocos2d::Event* event){
		cocos2d::log("Mouse wheel scrolled");
	};

	listener->onMouseUp = [](cocos2d::Event* event){
		cocos2d::log("Mouse button released");
	};

	_eventDispatcher->addEventListenerWithFixedPriority(listener, 1);

	return true;
}
Esempio n. 6
0
bool EditorScene::init()
{
    if (!Scene::init()) {
        return false;
    }

    auto size = Director::getInstance()->getVisibleSize();
    // 3d
    _3dLayer = Layer::create();
    this->addChild(_3dLayer, 1);
    auto bg = BillBoard::create("images/logo_only.png");
    bg->setPosition3D({0,0,0});
//    _3dLayer->addChild(bg);
    bg->setScale(0.5f);


    // cubepack
    CubeCenter::get()->initWithTest();
    for (int i = 0; i < CubeCenter::get()->cubePack.cubes.size(); i++) {
        Cube cube =CubeCenter::get()->cubePack.cubes[i];
        auto sp3d = Sprite3D::create("3d/jingbix.c3b");
        float length_scale = 10.f;
        sp3d->setPosition3D(Vec3{static_cast<float>(cube.x), static_cast<float>(cube.y), static_cast<float>(cube.z)}*length_scale);
        sp3d->setScale(4.f);
        _3dLayer->addChild(sp3d);
    }

    // cube sprite
    auto cubeSprite = CubeSprite::create(Vec3(0,0,0), 0);
    cubeSprite->setPosition3D({0,0,20});
    cubeSprite->setScale(2.f);
    _3dLayer->addChild(cubeSprite);

    // camera
    _camera = Camera::createPerspective(60, size.width/size.height, 1, 1000);
    _camera->setPosition3D({0, 0, 200});
    _camera->lookAt({0,0,0});
    _camera->setCameraFlag(CameraFlag::USER1);
    _3dLayer->addChild(_camera);
    _3dLayer->setCameraMask((unsigned short)CameraFlag::USER1);

    // UI layer
    _uiLayer = EditorUILayer::create();
    this->addChild(_uiLayer, 2);

    // state label
    _stateLabel = Label::createWithTTF("state string", "fonts/consola.ttf", 14);
    _stateLabel->setPosition(Vec2{size.width*0.1f,size.height*0.9f});
    _uiLayer->addChild(_stateLabel, 0);

    // keyboard
    _keyboardListener = EventListenerKeyboard::create();
    _keyboardListener->onKeyPressed = [&](EventKeyboard::KeyCode code, Event* event) {
        switch (code) {
        case EventKeyboard::KeyCode::KEY_SPACE:
            CCLOG("key space, shot");
            //TODO
            break;

        case EventKeyboard::KeyCode::KEY_W:
        case EventKeyboard::KeyCode::KEY_CAPITAL_W:
            CCLOG("key W down");
            _zoomIn = true;
            break;

        case EventKeyboard::KeyCode::KEY_S:
        case EventKeyboard::KeyCode::KEY_CAPITAL_S:
            CCLOG("key S down");
            _zoomOut = true;
            break;

        case EventKeyboard::KeyCode::KEY_A:
        case EventKeyboard::KeyCode::KEY_CAPITAL_A:
            CCLOG("key A down");
            _left = true;
            break;

        case EventKeyboard::KeyCode::KEY_D:
        case EventKeyboard::KeyCode::KEY_CAPITAL_D:
            CCLOG("key D down");
            _right = true;
            break;

        case EventKeyboard::KeyCode::KEY_Q:
        case EventKeyboard::KeyCode::KEY_CAPITAL_Q:
            CCLOG("key Q down");
            _up = true;
            break;

        case EventKeyboard::KeyCode::KEY_E:
        case EventKeyboard::KeyCode::KEY_CAPITAL_E:
            CCLOG("key E down");
            _down = true;
            break;

        case EventKeyboard::KeyCode::KEY_UP_ARROW:
            up();
            break;
        case EventKeyboard::KeyCode::KEY_DOWN_ARROW:
            down();
            break;
        case EventKeyboard::KeyCode::KEY_LEFT_ARROW:
            left();
            break;
        case EventKeyboard::KeyCode::KEY_RIGHT_ARROW:
            right();
            break;

        default:
            break;
        }
    };
    _keyboardListener->onKeyReleased = [&](EventKeyboard::KeyCode code, Event* event) {
        switch (code) {
        case EventKeyboard::KeyCode::KEY_SPACE:
            CCLOG("key space, shot");
            //TODO
            break;

        case EventKeyboard::KeyCode::KEY_W:
        case EventKeyboard::KeyCode::KEY_CAPITAL_W:
            CCLOG("key W up");
            _zoomIn = false;
            break;

        case EventKeyboard::KeyCode::KEY_S:
        case EventKeyboard::KeyCode::KEY_CAPITAL_S:
            CCLOG("key S up");
            _zoomOut = false;
            break;

        case EventKeyboard::KeyCode::KEY_A:
        case EventKeyboard::KeyCode::KEY_CAPITAL_A:
            CCLOG("key A up");
            _left = false;
            break;

        case EventKeyboard::KeyCode::KEY_D:
        case EventKeyboard::KeyCode::KEY_CAPITAL_D:
            CCLOG("key D up");
            _right = false;
            break;
        case EventKeyboard::KeyCode::KEY_Q:
        case EventKeyboard::KeyCode::KEY_CAPITAL_Q:
            CCLOG("key Q up");
            _up = false;
            break;

        case EventKeyboard::KeyCode::KEY_E:
        case EventKeyboard::KeyCode::KEY_CAPITAL_E:
            CCLOG("key E up");
            _down = false;
            break;

//            case EventKeyboard::KeyCode::KEY_UP_ARROW:
//                up();
//                break;
//            case EventKeyboard::KeyCode::KEY_DOWN_ARROW:
//                down();
//                break;
//            case EventKeyboard::KeyCode::KEY_LEFT_ARROW:
//                left();
//                break;
//            case EventKeyboard::KeyCode::KEY_RIGHT_ARROW:
//                right();
//                break;

        default:
            break;
        }

    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(_keyboardListener, this);

    // mouse
    _mouseListener = EventListenerMouse::create();

    _mouseListener->onMouseMove = [&](Event *event) {
        if (!_isFPS) return;

        EventMouse* e = (EventMouse*)event;
        auto now = e->getLocation();
        Vec2 diff = now - _fpsAnchor;
        _fpsAnchor = now;
        _rotateY -= ROTATE_SCALE*diff.x;
        _rotateX -= ROTATE_SCALE*diff.y;
        if (_rotateX > UP_DOWN_MAX*0.5f*PI) _rotateX = UP_DOWN_MAX*0.5f*PI;
        if (_rotateX < -UP_DOWN_MAX*0.5f*PI) _rotateX = -UP_DOWN_MAX*0.5f*PI;

    };
    _mouseListener->onMouseUp = [&](Event *event) {
        EventMouse* e = (EventMouse*)event;
        switch(e->getMouseButton()) {
        case MOUSE_BUTTON_LEFT:
            break;

        case MOUSE_BUTTON_RIGHT:
            _isFPS = false;
            break;

        default:
            break;
        }
    };
    _mouseListener->onMouseDown = [&](Event *event) {
        EventMouse* e = (EventMouse*)event;
        switch(e->getMouseButton()) {
        case MOUSE_BUTTON_LEFT:
            break;

        case MOUSE_BUTTON_RIGHT:
        {
            _isFPS = true;
            _fpsAnchor = e->getLocation();
            auto ro = _camera->getRotation3D();
            CCLOG("%f,%f,%f", ro.x, ro.y, ro.z);
            break;
        }
        default:
            break;
        }
    };
    _mouseListener->onMouseScroll = [&](Event *event) {
        EventMouse* e = (EventMouse*)event;
        CCLOG("%f, %f", e->getScrollX(), e->getScrollY());
        float diff = e->getScrollY();
        Vec3 dir = _camera->getRotationQuat() * Vec3{0.f, 0.f, -1.f};
        dir.normalize();
        _camera->setPosition3D(_camera->getPosition3D() + SCALL_MOVE_SCALE * -diff * dir);
    };
    _eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);

    scheduleUpdate();
    return true;
}