cocos creator Touch事件應用(觸控選擇多個子節點)

最近參與了cocos creator的研究,開發小遊戲,結果被一個事件坑得不行不行的。如今終於解決了,分享給你們。node

 

原理算法

1.觸控事件是針對節點的canvas

2.觸控事件的冒泡,是一級一級往上冒泡,中間能夠阻止冒泡閉包

3.父節點不響應觸控事件,注意看父節點的位置、大小等,若是觸點位置不在父節點區域內確定不能觸發touch事件了,父節點大小爲0確定也不會觸發touch事件了!this

4.觸控事件往祖先節點冒泡,祖先節點是否會檢測觸點是否在本身區域內,由子節點是否監聽了touch事件有關。子監聽了,父就不會檢測區域是否包含觸點,始終響應觸控事件,沒有監聽,則會檢測是否包含觸點,包含纔會響應觸控事件!(這點與官網文檔不一致,我親測出來的結果)url

5.觸控位置是絕對座標,相對於整個canvas,節點位置相對於父節點,相對位置能夠與絕對座標相互轉化spa

6.節點是否被觸控到,touch start事件能夠確定被觸摸到,可是一個節點觸摸到必須等待其結束,另外一個節點才能響應touch事件code

7.判斷是否框選中,根據座標計算相互交叉便是選中。就是說我從觸控起點->觸控終點 構成的矩形區域,與節點的矩形存在重疊,就是被框選。本例中,採用比較粗略的算法實現,根據橫座標的範圍是否包含子節點的橫座標判斷是否選中。component

8.計算某個數值是否在某一範圍內,首先計算出範圍的最大值、最小值,而後做比較便可。對象

 

核心代碼

cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //    default: null,      // The default value will be used only when the component attaching
        //                           to a node for the first time
        //    url: cc.Texture2D,  // optional, default is typeof default
        //    serializable: true, // optional, default is true
        //    visible: true,      // optional, default is true
        //    displayName: 'Foo', // optional
        //    readonly: false,    // optional, default is false
        // },
        // ...
            poker:{
                default:null,
                type:cc.Node
            },
            cardMask:{
                default:null,
                type: cc.Prefab
            }
    },

    // use this for initialization
    onLoad: function () {
            
            //
            this.cards = this.poker.children;

            //牌初始位置
            this.cardInitY = this.cards[0].y;

            //觸摸選擇到的牌
            this.touchedCards = [];

            //選中的牌
            this.selectedCards = [];

            console.info(this.cards);
        },
        
        start: function () {
            // this.cards = this.poker.children;
            // console.info(this.cards);
            
            this.addTouchEvent();
        },

        /**
         * 添加事件
         */
        addTouchEvent:function(){

            //父節點監聽touch事件(直接子節點必須註冊一樣的事件方能觸發)
            this.poker.on(cc.Node.EventType.TOUCH_START, function (event) {
                console.log('poker TOUCH_START');
                
                //
                var card = event.target;
                
                //起始觸摸位置(和第一張card同樣,相對於poker的位置)
                this.touchStartLocation = this.cards[0].convertTouchToNodeSpace(event);
                console.log('touch start Location:'+ JSON.stringify(this.touchStartLocation));
                
                //計算牌位置
                var index = 0;
                for(var i=0;i<this.cards.length;i++){
                    var c = this.cards[i];
                  if(c.name == card.name){
                        index = i;
                        break;
                    }
                }

                //暫存第一次觸摸到的牌
                var touchedCard = {
                    index:index,
                    card:card
                };
                this.firstTouchedCard = touchedCard;
                //暫存
                this.pushTouchedCards(touchedCard.index,touchedCard.card);

            }, this);
        
            //父節點監聽touch事件(直接子節點必須註冊一樣的事件方能觸發)
            this.poker.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
                console.log('poker TOUCH_MOVE');
                //先清除原先觸摸到的牌
                this.clearTouchedCards();
                //保存第一張牌
                this.pushTouchedCards(this.firstTouchedCard.index,this.firstTouchedCard.card);

                //觸摸點轉換爲card節點座標
                var nodeLocation = this.cards[0].convertTouchToNodeSpace(event);
                console.log('touch nodeLocation:'+ JSON.stringify(nodeLocation));
                var x = nodeLocation.x;
                var y = nodeLocation.y; 

                //找到當前選中的牌
                var currentCard = null;
                for(var i=0;i< this.cards.length;i++){
                    var card = this.cards[i];
                    var cardX = card.x;
                    var cardY = card.y;
                    console.log('card x='+cardX+',y='+cardY);


                    //某張牌範圍包括了鼠標位置,選中此牌與觸摸開頭的全部牌
                    var cardWidth = i==5 ? card.width:19;
                    var cardHeight = card.height;
                    if(cardX<=x && x <= cardX+cardWidth && cardY<=y && y<= cardY+cardHeight){
                        currentCard = card;
                
                        //暫存觸摸到的牌
                        this.pushTouchedCards(i,card);
                        
                        break;
                    }
                }
                
                //添加開頭與此牌直接的全部牌
                var startTouchLocation = this.touchStartLocation;
                for(var i=0;i< this.cards.length;i++){
                    var card = this.cards[i];
                    var cardX = card.x;
                    //框選的範圍包括了的牌
                    var min,max;
                    if(startTouchLocation.x < nodeLocation.x){
                        min = startTouchLocation.x;
                        max = nodeLocation.x;
                    }else{
                        min = nodeLocation.x;
                        max = startTouchLocation.x;
                    }
                    console.log('min='+min+', max='+max);

                    if(min <= cardX && cardX <= max){
                        //暫存觸摸到的牌
                        this.pushTouchedCards(i,card);
                    }
                }
                

            }, this);
        
        //父節點監聽touch事件(直接子節點必須註冊一樣的事件方能觸發)
        this.poker.on(cc.Node.EventType.TOUCH_END, function (event) {
            console.log('poker TOUCH_END');
            this.doSelectCard();
        }, this);
        
        //父節點監聽touch事件(直接子節點必須註冊一樣的事件方能觸發)
        this.poker.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
            console.log('poker TOUCH_CANCEL');
            this.doSelectCard();
        }, this);
        
        //給全部的牌註冊事件,會自動冒泡到poker節點
        for(var i=0;i< this.cards.length;i++){
            var cards = this.cards;
            //閉包傳遞i值
            (function(i){
                var card = cards[i];
                card.on(cc.Node.EventType.TOUCH_START, function (event) {
                    console.log('card TOUCH_START');
                }, card);
                
                card.on(cc.Node.EventType.TOUCH_MOVE, function (event) {
                    console.log('card TOUCH_MOVE');
                }, card);

                card.on(cc.Node.EventType.TOUCH_END, function (event) {
                    console.log('card TOUCH_END');
                }, card);
    
                card.on(cc.Node.EventType.TOUCH_CANCEL, function (event) {
                    console.log('card TOUCH_CANCEL');
                }, card);

            
            })(i)
            
        }
        
    },

    /**
     * 暫存觸摸到的牌
     */
    pushTouchedCards:function(index,card){
        //構造牌對象
        var cardObj = {
            index:index,
            name:card.name,
            isSelected:card.y==this.cardInitY?false:true //高度不同,表示選中
        };
        
        //防止重複添加
        var existCard = this.touchedCards.find(function(obj){
            if(obj.name == card.name){
                return obj;
            }else{
                return null;
            }
        });
        if(!existCard){
            //添加暫存
            this.touchedCards.push(cardObj);

            //包含提示
            this.addCardMask(card);
        }
    },

    /**
     * 清除原先暫存的觸摸到的牌
     */
    clearTouchedCards:function(){
        for(var i=0;i<this.touchedCards.length;i++){
            var cardIndex = this.touchedCards[i].index;
            var card = this.cards[cardIndex];
            card.removeChild(card.children[0]);
        }
        this.touchedCards = [];
    },

    /**
     * 選擇牌
     */
    doSelectCard:function(){
        this.selectedCards = [];

        console.log(this.touchedCards);

        //改變牌狀態
        for(var i = 0; i< this.touchedCards.length;i++){
            var cardObj = this.touchedCards[i];
            var card = this.cards[cardObj.index];
            if(cardObj.isSelected){ //若是是選中改成不選中
                card.y = card.y - 30;
            }else{ //不選中改成選中狀態
                card.y = card.y + 30;
            }
        }

        //重置
        this.clearTouchedCards();

        //顯示選中的牌
        this.showSelectedCards();
    },

    /**
     * 包含牌遮罩
     */
    addCardMask:function(card){
        var cardMask = cc.instantiate(this.cardMask);
        cardMask.setPosition(cc.p(0, 0));
        card.addChild(cardMask);
     },

    /**
    * 顯示選中的牌
    */
    showSelectedCards:function(){
        this.selectedCards = [];
        for(var i=0;i< this.cards.length;i++){
            var card = this.cards[i];
            var isSelected = card.y==this.cardInitY?false:true;
            if(isSelected){
                this.selectedCards.push(card.name);
            }
        }
        //輸出
        console.info("selected cards is: "+ JSON.stringify(this.selectedCards));
    },

    
    // called every frame, uncomment this function to activate update callback
    // update: function (dt) {

    // },
});

 

效果

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