void ChapterScene::onTouchEnded(Touch* touch, Event* event) { GameModel* gameModel = GameModel::getInstance(); this->updatePageAuto(); Point point = this->convertTouchToNodeSpace(touch); bool moveTooFar = false; float dx = point.x - this->firstPoint.x; float dy = point.y - this->firstPoint.y; if (abs(dx) > CONF_TOUCH_RANGE || abs(dy) > CONF_TOUCH_RANGE) { moveTooFar = true; } point = point - this->chapterLayer->getPosition(); for (int i = 0; i < this->chapterLayer->getChildren().size(); i++) { Face* chapterFace = dynamic_cast<Face*>(this->chapterLayer->getChildren().at(i)); if (chapterFace != NULL) { RectBody* chapterBody = new RectBody(chapterFace->getContentSize().width, chapterFace->getContentSize().height); chapterBody->setPosition(chapterFace->getPosition()); if (chapterBody->contains(point)) { if (!moveTooFar && chapterFace->getTag() != -1) { if (!gameModel->checkLevelRequireSocial(i + 1)) { this->shareLayer->show(TXT_REQUIRE_SHARE); GameEvent* gameEvent = new GameEvent(); gameEvent->setEventCode(EVT_SHOW_SHARE_REQUIRED); this->fireEvent(gameEvent); } else { DataEvent* gameEvent = new DataEvent(); gameEvent->setEventCode(EVT_START_PLAY); gameEvent->setArgumentInt(chapterFace->getTag()); this->fireEvent(gameEvent); this->_eventDispatcher->removeEventListener(this->touchListener); } } this->flash(chapterFace); break; } } } }
void LevelScene::onTouchEnded(Touch* touch, Event* event) { if (this->dialogLayer->isVisible()) { return; } this->updatePageAuto(); Point point = this->convertTouchToNodeSpace(touch); bool moveTooFar = false; float dx = point.x - this->firstPoint.x; float dy = point.y - this->firstPoint.y; if (abs(dx) > CONF_TOUCH_RANGE || abs(dy) > CONF_TOUCH_RANGE) { moveTooFar = true; } point = point - this->levelLayer->getPosition(); for (int i = 0; i < this->levelLayer->getChildren().size(); i++) { CSprite* levelFace = dynamic_cast<CSprite*>(this->levelLayer->getChildren().at(i)); if (levelFace != NULL) { RectBody* levelBody = new RectBody(levelFace->getContentSize().width, levelFace->getContentSize().height); levelBody->setPosition(levelFace->getPosition()); if (levelBody->contains(point)) { if (!moveTooFar && levelFace->getTag() != -1) { DataEvent* gameEvent = new DataEvent(); gameEvent->setEventCode(EVT_START_LEVEL); gameEvent->setArgumentInt(levelFace->getTag()); this->fireEvent(gameEvent); this->_eventDispatcher->removeEventListener(this->touchListener); } break; } } } }