cocos2d-x lua 触摸事件

version: cocos2d-x 3.6

1.监听

function GameLayer:onEnter()
    local eventDispatcher = self:getEventDispatcher()

    local function onTouchBegan(touch, event)
        local locationInNode = self:convertToNodeSpace(touch:getLocation())
        local s = self:getContentSize()
        local rect = cc.rect(0, 0, s.width, s.height)
            
        if cc.rectContainsPoint(rect, locationInNode) then
            self:setColor(cc.c3b(255, 0, 0))
            return true
        end

        return false    
    end

    local function onTouchMoved(touch, event)
        
    end

    local  function onTouchEnded(touch, event)
        self:setColor(cc.c3b(255, 255, 255))
    end

    local listener = cc.EventListenerTouchOneByOne:create()
    self._listener = listener
    listener:setSwallowTouches(true)
    
    listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
    listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
    listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )

    if 0 == self._fixedPriority then
        eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self)
    else
        eventDispatcher:addEventListenerWithFixedPriority(listener,self._fixedPriority)
    end
end

2.移除

function TouchableSpriteWithFixedPriority:onExit()
    local eventDispatcher = self:getEventDispatcher()
    eventDispatcher:removeEventListener(self._listener)
end

3.注意

onEnter和onExit在lua中不会因节点别add和remove而直接被调用,当子节点被父节点add和remove时,会发送enter和exit的消息,所以需要再初始化节点的时候,监听消息,并在收到消息后调用onEnter或onExit。

http://www.cnblogs.com/songcf/p/4556740.html