cocos2dx+lua注册事件函数详解

coocs2dx 版本 3.1.1

registerScriptTouchHandler 注册触屏事件

registerScriptTapHandler 注册点击事件

registerScriptHandler 注册基本事件 包括 触屏 层的进入 退出 事件

registerScriptKeypadHandler 注册键盘事件

registerScriptAccelerateHandler 注册加速事件


registerScriptTouchHandler 详解(可以设置单点或多点)

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
function gameWindow:addLayerTouchEventMethod1()
     local function onTouchEvent(eventType, x, y)
         --log( "eventType = " ..tostring(eventType))
         if eventType == "began" then
             --需要返回 true
             return onTouchBegan(touch, event)
         elseif eventType == "moved" then
             onTouchMoved(touch, event)
         elseif eventType == "ended" then
             onTouchEnded(touch, event)
         end
     end
     config.bottomLayer:setTouchEnabled( true )
     config.bottomLayer:registerScriptTouchHandler(onTouchEvent)
end

registerScriptTapHandler 注册点击事件

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
function gameWindow:addBtn()
     local btn = cc.MenuItemImage:create( "white.png" , "black.png" , "black.png" )
     btn:setPosition( 320 , 160 )
     local function btnClick()
         log( "btnClick" )
     end
     btn:registerScriptTapHandler(btnClick)
 
     local menu = cc.Menu:create()
     config.bottomLayer:addChild(menu)
     menu:setPosition(cc.p( 0 , 0 ))
 
     menu:addChild(btn)
end

registerScriptHandler 注册基本事件

注册触屏事件用法

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
function gameWindow:addLayerTouchEventMethod2()
     --创建一个单点触屏事件
     local listener = cc.EventListenerTouchOneByOne:create()
     --注册触屏开始事件
     listener:registerScriptHandler(onTouchBegan, cc.Handler.EVENT_TOUCH_BEGAN)
     --注册触屏移动事件
     listener:registerScriptHandler(onTouchMoved, cc.Handler.EVENT_TOUCH_MOVED)
     --注册触屏结束事件
     listener:registerScriptHandler(onTouchEnded, cc.Handler.EVENT_TOUCH_ENDED)
     --获取层的事件派发器
     local eventDispatcher = config.bottomLayer:getEventDispatcher()
     --事件派发器 注册一个node事件
     eventDispatcher:addEventListenerWithSceneGraphPriority(listener, config.bottomLayer)
end



注册layer的 进入 退出事件用法

?
1
2
3
4
5
6
7
8
9
10
function gameWindow:addLayerEnterAndExitEvent()
     local function onNodeEvent(eventType)
         if eventType == "enter" then
             log( "enter" )
         elseif eventType == "exit" then
             log( "exit" )
         end
     end
     config.bottomLayer:registerScriptHandler(onNodeEvent)
end

registerScriptHandler 注册键盘事件

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
function cocoEvent.addKeyboardEvent()
     local function keyboardPressed(keyCode, event)
         if keyCode == 23 then
             log( "left" )
         elseif keyCode == 24 then
             log( "right" )
         elseif keyCode == 25 then
             log( "up" )
         elseif keyCode == 26 then
             log( "down" )
         end
         --log( "keyCode = " ..tostring(keyCode))
         --log( "event = " ..tostring(event))
     end
 
     local function keyboardReleased(keyCode, event)
         --log( "keyCode = " ..tostring(keyCode))
         --log( "event = " ..tostring(event))
     end
     local listener = cc.EventListenerKeyboard:create()
     listener:registerScriptHandler(keyboardPressed, cc.Handler.EVENT_KEYBOARD_PRESSED)
     listener:registerScriptHandler(keyboardReleased, cc.Handler.EVENT_KEYBOARD_RELEASED)
     local eventDispatcher = config.bottomLayer:getEventDispatcher()
     eventDispatcher:addEventListenerWithSceneGraphPriority(listener, config.bottomLayer)
end

你可能感兴趣的:(cocos2dx,cocos2d-x,lua)