cocos2d-x3.4,lua版本Layer封装了onTouch事件,但没有封装onClick事件,游戏按钮资源通常是一张图片,使用ccui.Button有点浪费;
在Layer.onTouch事件中判断是否点击图片比较麻烦,began事件后,移动手势,ended事件坐标点就会跟began事件不在一个点上;
查看widget源码可知,按钮点击事件是在onTouchBegan,onTouchMoved、onTouchEnded中调用hitTest判断图片矩形是否与触摸点一致,都重合时才会触发点击事件;
这里对Layer的onTouch修改下,让其在限定范围内的移动小于20像素(容差值)才触发点击事件,在onClick方法中再判断是否点击目标图片即可,这样可以省去很多触摸判断,也可以实现点击功能,省去ccui.Button类性能也相应得到些提升;
打开文件:src/cocos/framework/extends/LayerEx.lua,编辑以下代码:
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local Layer = cc.Layer
function Layer:onTouch(callback, isMultiTouches, swallowTouches)
if type(isMultiTouches) ~= "boolean" then isMultiTouches = false end
if type(swallowTouches) ~= "boolean" then swallowTouches = false end
self.touchhandler__ = true
local began = nil
self:registerScriptTouchHandler(function(state, ...)
local args = {...}
local event = {name = state}
if isMultiTouches then
args = args[1]
local points = {}
for i = 1, #args, 3 do
local x, y, id = args[i], args[i + 1], args[i + 2]
points[id] = {x = x, y = y, id = id}
end
event.points = points
else
event.x = args[1]
event.y = args[2]
end
local bool = callback(event)
--自定义添加点击事件 by jt 2016/04/20
if self.clickCallBack ~= nil then
if state == "began" then
began = event
elseif state == "ended" then
local offset = 20--误差值,
local rect = cc.rect(began.x-offset,began.y-offset,began.x+offset,began.y+offset)
if event.x >= rect.x and event.y >= rect.y and event.x <= rect.width and event.y <= rect.height then
self.clickCallBack(event)
end
end
end
return bool
end, isMultiTouches, 0, swallowTouches)
self:setTouchEnabled(true)
return self
end
function Layer:onClick(callback)
self.clickCallBack = callback
if not self.touchhandler__ then
self:onTouch(function(event)
return true
end)
end
return self
end
function Layer:removeTouch()
self:unregisterScriptTouchHandler()
self:setTouchEnabled(false)
return self
end
function Layer:onKeypad(callback)
self:registerScriptKeypadHandler(callback)
self:setKeyboardEnabled(true)
return self
end
function Layer:removeKeypad()
self:unregisterScriptKeypadHandler()
self:setKeyboardEnabled(false)
return self
end
function Layer:onAccelerate(callback)
self:registerScriptAccelerateHandler(callback)
self:setAccelerometerEnabled(true)
return self
end
function Layer:removeAccelerate()
self:unregisterScriptAccelerateHandler()
self:setAccelerometerEnabled(false)
return self
end
使用方法:
local LoginView = class("LoginView",cc.load("mvc").ViewBase)
local MotionUtil = {}
----------------------
---- @param #node
---- @param #event
---- @return bool(是否目标触屏对象)
function MotionUtil:checkPointToNode(node,event)
if not node:isVisible() then return false end
local point = node:convertToNodeSpace(event)
local size = node:getContentSize()
local rect = cc.rect(0,0,size.width,size.height)
if cc.rectContainsPoint(rect,point) then
return true
end
return false
end
function LoginView:ctor()
self.spr_btn = cc.Sprite:create("btn_test.png"):addTo(self)--图片路径请自行定义修改
--事件层
self.touchLayer = display.newLayer()
:onTouch(handler(self, self.onTouch))
:onClick(handler(self, self.onClick))
:addTo(self)
end
function LoginView:onTouch(event)
--onTouch事件处理,比如触摸按下图片变颜色,松开还原
return true --这里要返回true,onClick才会被调用
end
function LoginView:onClick(event)
<span style="white-space:pre"> </span>if MotionUtil:checkPointToNode(self.spr_btn,event) then
print("点中了spr_btn")
end
end