void StartScene::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent) { CCTouch* touch = (CCTouch*)(* pTouches->begin()); CCPoint pos = touch->getLocation(); /** * 处理窗口 */ if (mainUI->touchDown(pos.x,pos.y)) return; }
void MutiTouchTestLayer::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { CCSetIterator iter = pTouches->begin(); for (; iter != pTouches->end(); iter++) { CCTouch* pTouch = (CCTouch*)(*iter); TouchPoint* pTP = (TouchPoint*)s_dic.objectForKey(pTouch->getID()); CCPoint location = pTouch->getLocation(); pTP->setTouchPos(location); } }
void HelloWorld::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent){ CCTouch* t = (CCTouch*)pTouches->anyObject(); touchStart = t->getLocation(); if(img->boundingBox().containsPoint(touchStart)){ imgStart = img->getPosition(); dragenabled = true; } }
void HelloWorld::ccTouchesMoved(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent){ CCTouch* t = (CCTouch*)pTouches->anyObject(); if (dragenabled) { img->setPosition(t->getLocation()-touchStart+imgStart); if (img->boundingBox().intersectsRect(img1->boundingBox())) { CCLog("intersect\n"); } } }
void StartScene::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent) { CCTouch* touch = (CCTouch*)(* pTouches->begin()); CCPoint pos = touch->getLocation(); /** * 处理窗口 */ if (window->touchDown(pos.x,pos.y)) return; MapManager::getMe().doTouch(UIBase::TOUCH_DOWN,pos); }
void PageScrollView::ccTouchesMoved(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent) { CCTouch *touch = (CCTouch *)pTouches->anyObject(); CCPoint currentPoint = (CCPoint)touch->getLocation(); CCPoint prePoint = (CCPoint)touch->getPreviousLocation(); if(isTouchMoving){ v = currentPoint.x - prePoint.x; content->setPositionX(content->getPositionX() + v); } }
void ChessBoard::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { CCPoint pos; CCSetIterator i; CCTouch* touch; ChessBall* sprite; _cancelling = true; if (_roundEnd) { return; } int count = _chessArray->count(); for (i = pTouches->begin(); i != pTouches->end(); i++) { touch = (CCTouch*)(*i); if (touch != NULL) { pos = touch->getLocation(); _pickedChess->setPositionX(pos.x); _pickedChess->setPositionY(pos.y + _chessYOffset); for (int j = 0; j < count; j++) { sprite = (ChessBall*)_chessArray->objectAtIndex(j); if (sprite->boundingBox().containsPoint(pos)) { // sprite->setOpacity(128); if (_activeCell->ball != NULL && _activeCell->ball != sprite) { CCMoveTo * move = CCMoveTo::create(0.1f, _activeCell->ball->getPosition()); CCCallFuncND * end = CCCallFuncND::create(this, callfuncND_selector(ChessBoard::chessMoveEnd), _activeCell->ball); CCAction * action = CCSequence::create(move, end,NULL); _moveChess->setVisible(true); _moveChess->setChessProperty(sprite->getChessProperty()); _moveChess->setPosition(sprite->getPosition()); _moveChess->runAction(action); _activeCell->ball->setOpacity(0); _activeCell->ball->setChessProperty(sprite->getChessProperty()); _activeCell->ball = sprite; _activeCell->ball->setOpacity(128); _activeCell->ball->setChessProperty(_pickedChess->getChessProperty()); } } } } } }
void BaseContentWrapLayer::ccTouchesMoved (CCSet *pTouches, CCEvent *pEvent) { if (!mBaseScene->getCollisionEnable()) { return; } if (mFixedScaling) { return; } CCTouch* touch = (CCTouch*)(*(pTouches->begin())); if(touch->getID() != 0 || pTouches->count() > 1) return; CCPoint currentPos = touch->getLocation(); mVCalculate->addTouchMoveRecord(currentPos); float x_offset = currentPos.x - mLastTouchPos.x; float y_offset = currentPos.y - mLastTouchPos.y; setPositionX(getPositionX() + x_offset); setPositionY(getPositionY() + y_offset); mLastTouchPos = currentPos; float min_x; float min_y; float max_x; float max_y; getBoarderPos(min_x,min_y,max_x,max_y); if (getPositionX() < min_x) { setPositionX(min_x); } if (getPositionX() > max_x) { setPositionX(max_x); } if (getPositionY() < min_y) { setPositionY(min_y); } if (getPositionY() > max_y) { setPositionY(max_y); } }
void GameLayer::ccTouchesBegan(cocos2d::CCSet* touches, cocos2d::CCEvent* event) { if (_gameState != kGameStatePlay) return; CCTouch *touch = (CCTouch *) touches->anyObject(); if (touch) { CCPoint tap = touch->getLocation(); _drawLayer->setStartPoint(tap); } }
// cpp with cocos2d-x void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event) { //jni_test(); // Choose one of the touches to work with CCTouch* touch = (CCTouch*)( touches->anyObject() ); CCPoint location = touch->getLocation(); //CCLog("++++++++after x:%f, y:%f", location.x, location.y); // Set up initial location of projectile CCSize winSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); CCSprite *projectile = CCSprite::create("Projectile.png", CCRectMake(0, 0, 20, 20)); projectile->setPosition( ccp(origin.x+20, origin.y+winSize.height/2) ); // Determinie offset of location to projectile float offX = location.x - projectile->getPosition().x; float offY = location.y - projectile->getPosition().y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position this->addChild(projectile); // Determine where we wish to shoot the projectile to float realX = origin.x+winSize.width + (projectile->getContentSize().width/2); float ratio = offY / offX; float realY = (realX * ratio) + projectile->getPosition().y; CCPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting float offRealX = realX - projectile->getPosition().x; float offRealY = realY - projectile->getPosition().y; float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint projectile->runAction( CCSequence::create( CCMoveTo::create(realMoveDuration, realDest), CCCallFuncN::create(this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL) ); // Add to projectiles array projectile->setTag(2); _projectiles->addObject(projectile); CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("pew-pew-lei.wav"); }
void GameScene::ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event) { CCTouch* touch = (CCTouch*)(touches->anyObject()); CCPoint pt = touch->getLocation(); CCPoint d = ccpSub(pt, mClickPoint); if (fabs(d.x) < 2.0f && fabs(d.y) < 2.0f) { onClick(pt); } lastScale = 0.0f; mScaleDistance = 0.0f; pDebug->setString("END"); }
void MainMenuLayer::ccTouchesEnded(CCSet* touches, CCEvent* event) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); CCPoint location = touch->getLocation(); if (!m_sound->boundingBox().containsPoint(location)) return; bool mute = !Config::instance()->mute(); Config::instance()->setMute(mute); if (mute) m_sound->setDisplayFrame(m_muteFrame); else m_sound->setDisplayFrame(m_soundFrame); }
void CMenuLayer::ccTouchesBegan(CCSet* pTouches, CCEvent* event) { if( _mGameStart ) return; for( CCSetIterator it = pTouches->begin(); it != pTouches->end(); ++it ) { CCTouch* touch = (CCTouch*)(*it); CCPoint touchPoint = touch->getLocation(); _mOldTouch = touchPoint; } }
void GameScene::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { if (pTouches->count() == 2) { CCSetIterator it1 = pTouches->begin(); CCSetIterator it2 = it1; it2++; CCPoint pt1 = ((CCTouch*)(*it1))->getLocation(); CCPoint pt2 = ((CCTouch*)(*it2))->getLocation(); float dist = sqrt((pt1.x - pt2.x) * (pt1.x - pt2.x) + (pt1.y - pt2.y) * (pt1.y - pt2.y)); if (lastScale < 1.0f || mScaleDistance == 0.0f) { lastScale = this->getScale(); mScaleDistance = dist; } float scale = lastScale * (dist / mScaleDistance); { char temp[4096]; snprintf(temp, sizeof(temp), "%f/%f/%f", dist, mScaleDistance, scale); pDebug->setString(temp); } if (scale < 1.0f) scale = 1.0f; if (scale > 2.0f) scale = 2.0f; lastScale = scale; mScaleDistance = dist; this->setScale(scale); } else { CCTouch* touch = (CCTouch*)(pTouches->anyObject()); singleTouchDragging(mDragStartPoint, touch->getLocation()); mDragStartPoint = touch->getLocation(); } }
void RoundPageScrollView::ccTouchesMoved(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent) { CCTouch *touch = (CCTouch *)pTouches->anyObject(); CCPoint curLocalPoint = convertToNodeSpace((CCPoint)touch->getLocation()); CCPoint preLocalPoint = convertToNodeSpace((CCPoint)touch->getPreviousLocation()); if(isTouchMoving){ v = atan(curLocalPoint.x/radius) - atan(preLocalPoint.x/radius); w += v; } }
// cpp with cocos2d-x void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event) { // Choose one of the touches to work with CCTouch* touch = (CCTouch*)( touches->anyObject() ); CCPoint location = touch->getLocation(); CCLog("++++++++after x:%f, y:%f", location.x, location.y); // Set up initial location of projectile CCSize winSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); }
/// Process touching and moving to add/remove walls KDvoid Ch7_GridPathfinding::ccTouchesBegan ( CCSet* pTouches, CCEvent* pEvent ) { CCTouch* pTouch = (CCTouch*) pTouches->anyObject ( ); CCPoint tPoint = pTouch->getLocation ( ); KDint x = (KDint) ( ( tPoint.x - m_pGridNode->getPosition ( ).x ) / m_fNodeSpace ); KDint y = (KDint) ( ( tPoint.y - m_pGridNode->getPosition ( ).y ) / m_fNodeSpace ); CCPoint tTouchedNode = ccp ( x, y ); m_bTouchedNodeIsNew = KD_TRUE; m_tTouchedNode = tTouchedNode; }
void CRankingModeLayer::ccTouchesBegan(CCSet* pTouches, CCEvent* event) { for( CCSetIterator it = pTouches->begin(); it != pTouches->end(); ++it ) { CCTouch* touch = (CCTouch*)(*it); CCPoint touchPoint = touch->getLocation(); _mOldTouch = touchPoint; _mSwipeSprite->setVisible(false); _mSwipeOppSprite->setVisible(false); } }
KDvoid SuperMarioClick::ccTouchesMoved ( CCSet* pTouches, CCEvent* pEvent ) { if ( m_pMouseJoint == KD_NULL ) { return; } CCTouch* pTouch = (CCTouch*) pTouches->anyObject ( ); CCPoint tLocation = pTouch->getLocation ( ); b2Vec2 tLocationWorld = b2Vec2 ( tLocation.x / PTM_RATIO, tLocation.y / PTM_RATIO ); m_pMouseJoint->SetTarget ( tLocationWorld ); }
void HelloWorld::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent){ CCLOG("win x:%f,Ground x:%f,mfac:%f,index=%d ",this->mScreenSize.width, m_pGroundVec[m_ilastground]->boundingBox().getMaxX(),mfac,m_ilastground); static int flag; CCTouch *pTouch = (CCTouch*)pTouches->anyObject(); CCPoint click2 = pTouch->getLocation(); CCLog("ccTouchesBegan,%d,%f,%f",++flag,click2.x,click2.y); if(this->m_istatus!=RUNNING){ if(m_istatus==GETREADY) { this->startGame(0); } CCPoint touchPoint = pTouch->getLocationInView(); touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); CCRect rect = m_pStart->boundingBox(); //在判断你点击的这个点touchPoint 是否在图片按钮矩形里面rect ; if(rect.containsPoint(touchPoint)) { if(m_istatus==GAMEOVER && m_pStart->isVisible()) { //this->goReady(); //m_istatus=GETREADY; //schedule(schedule_selector(HelloWorld::ScoreSchedule),0.05); CCScene *pScene = HelloWorld::scene(); CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1,pScene)); return; } } //为true就进来,说明点中在图片按钮矩形里面 //CCScene* scen = HelloWorld::scene(); //CCDirector::sharedDirector()->replaceScene(scen); } if(m_istatus!=RUNNING) { return; } // EFFECT_PLAY(true,MUSIC_WING); //MUSIC_PLAY(MUSIC_JUMP); //播放子弹射出去的声音 //CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect(MUSIC_JUMP); mBird->getB2Body()->SetLinearVelocity(b2Vec2(0.0f, gUpVelocity/mfac)); mBird->setRotation(25); myangle=25; iFlyKeep=0; }
void LayerGradient::ccTouchesMoved(CCSet * touches, CCEvent *event) { CCSize s = CCDirector::sharedDirector()->getWinSize(); CCSetIterator it = touches->begin(); CCTouch* touch = (CCTouch*)(*it); CCPoint start = touch->getLocation(); CCPoint diff = ccpSub( ccp(s.width/2,s.height/2), start); diff = ccpNormalize(diff); CCLayerGradient *gradient = (CCLayerGradient*) getChildByTag(1); gradient->setVector(diff); }
void DaFeiJi::ccTouchesMoved(CCSet * touches, CCEvent *event) { if( _state == GAME_STATE::PLAY ) { CCSetIterator it = touches->begin(); CCTouch* touch = (CCTouch*)(*it); CCPoint start = touch->getLocation(); CCPoint delta = touch->getDelta(); CCPoint curPos = _ship->getPosition(); curPos= ccpAdd( curPos, delta ); curPos = ccpClamp(curPos, CCPoint(), CCPoint(_winSize.width, _winSize.height) ); _ship->setPosition( curPos ); } }
void HelloWorld::ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent) { CCSetIterator it = pTouches->begin(); CCTouch* touch = (CCTouch*) (*it); CCPoint location = touch->getLocation(); PUD pud = { gameNet.getPlayer()->pud.session, GAME_EVENT_MOVE, 0, 0, 0, 10, 10, location.x, location.y }; // CCLog("player move pud: session=%d,type=%d,x1=%d,y1=%d,x2=%d,y2=%d", // pud.session,pud.type,pud.x1,pud.y1,pud.x2,pud.y2); gameNet.sendMoveData(pud); }
void HelpLayer::ccTouchesMoved(cocos2d::CCSet* touches, cocos2d::CCEvent* event) { if (_gameState != kGameStatePlay || !_running) return; CCTouch *touch = (CCTouch *) touches->anyObject(); if (touch) { CCPoint tap = touch->getLocation(); _drawLayer->setTouchPoint(tap); } }
void Item::ccTouchesEnded( cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent ) { CCSetIterator iter = pTouches->begin(); for (; iter != pTouches->end(); iter++) { CCTouch* pTouch = (CCTouch*)(*iter); CCPoint location = pTouch->getLocation(); float dis = ccpDistance(location, getPosition()); if ( dis < m_collisionRadius ) { ItemTouchesEnded(); } } }
void HelloWorld::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { switch (pTouches->count()) { case 1: { CCPoint curPoint = ((CCTouch *)pTouches->anyObject())->getLocation(); CCPoint translation = ccpSub(this->m_LastPoint,curPoint); CCPoint newPos = ccpSub(m_pTileMap->getPosition(), translation); if (this->isAllowMove(newPos,m_pTileMap->getScale())) { m_pTileMap->setPosition(newPos); }else{ this->m_LastPoint = ((CCTouch *)pTouches->anyObject())->getLocation(); } } break; case 2: { CCSetIterator iter; CCPoint pt[2]; int i = 0; for (iter = pTouches->begin(); iter != pTouches->end(); iter++) { CCTouch *touch = (CCTouch *)*iter; pt[i++] = touch->getLocation(); } this->m_CurDistance = ccpDistance(pt[0],pt[1]); float changedScale = this->m_CurDistance/this->m_BeganDistance; float nowScale = this->m_LastScale - 1 + changedScale; nowScale = MIN(nowScale,MAXSCALE); nowScale = MAX(nowScale,MINSCALE); if (this->m_LastScale > nowScale) { CCPoint newPos = ccpSub(m_pTileMap->getPosition(), ccpMult(ccpNormalize(m_pTileMap->getPosition()), ccpLength(m_pTileMap->getPosition())*(this->m_LastScale - nowScale)/(this->m_LastScale -MINSCALE))); CCLog("scale:%f--newPos:%f,%f--%d",nowScale,m_pTileMap->getPositionX(),m_pTileMap->getPositionY(),isAllowMove(newPos, nowScale)); if (isAllowMove(newPos,nowScale)) { m_pTileMap->setPosition(newPos); } } m_pTileMap->setScale(nowScale); } break; default: break; } }
void DirectBurn::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { if (m_fireBall) { CCSetIterator iter = pTouches->begin(); for (; iter != pTouches->end(); iter++) { CCTouch* pTouch = (CCTouch*)(*iter); CCPoint touchPos = pTouch->getLocation(); m_fireBall->setPosition(touchPos); m_pStreak->setPosition(touchPos); } } }
void WallSingleScene::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent){ CCLog("ccTouchesMoved"); CCTouch* pTouch = (CCTouch*)pTouches->anyObject(); if (ccpDistance(prePoint,pTouch->getLocation()) > 50) { isMoved = true; } CCPoint newpos=ccp(pTouch->getLocation().x , pTouch->getLocation().y); CCPoint temppoint=ccp(newpos.x-touchbeginpoint.x, newpos.y-touchbeginpoint.y); changepoint =ccp(changepoint.x+temppoint.x, changepoint.y+temppoint.y); //////////////// CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); if(changepoint.y!=0) changepoint.y=0; if(changepoint.x>=0) changepoint.x=0; if (changepoint.x<=-900*rescale+visibleSize.width) changepoint.x=-900*rescale+visibleSize.width; //////////////// touchbeginpoint = newpos; }
void BaseContentWrapLayer::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) { if (!mBaseScene->getCollisionEnable()) { return; } CCTouch* touch = (CCTouch*)(*(pTouches->begin())); if(touch->getID() != 0 || pTouches->count() > 1) return; mScrollControler->stopScrolling(); mVCalculate->clearRecord(); mLastTouchPos = touch->getLocation(); }
void GameState::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent) { CCSetIterator it = pTouches->begin(); CCTouch* touch = (CCTouch*)(*it); CCPoint location = touch->getLocation(); this->touchPoint = location; if(isPressReload && stageManager->getPlayer()->weaponManager->containPointWithReloadSpr(touchPoint)) { stageManager->getPlayer()->weaponManager->pressingReloadSpr(); } else stageManager->getPlayer()->weaponManager->nonPressingReloadSpr(); }