In the default HelloWorld win32 application, when I try to intercept touches to the layer by adding
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
to the HelloWorld class, the function is never called when I click anywhere on the win32 emulator.
I tried using ccTouchesEnded but it says cannot override a function declared as final
helloworld.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
private:
cocos2d::Layer* players;
cocos2d::Sprite* ball;
cocos2d::Layer* tracks;
cocos2d::Layer* flashes;
cocos2d::Sprite* bac;
cocos2d::Sprite* bShad;
cocos2d::Sprite* player1;
cocos2d::Sprite* player2;
cocos2d::Sprite* goalie;
cocos2d::Sprite* powerup;
cocos2d::Sprite* powerBar;
cocos2d::Layer* pBar;
cocos2d::LabelTTF* labelTapPowerup;
cocos2d::LabelTTF* labelPowerupCount;
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
//void onTouchesEnded(const std::vector< cocos2d::Touch* > touches, cocos2d::Event* event);
//void ccTouchesEnded(cocos2d::Set* touches, cocos2d::Event* event);
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(Object* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
class Dimen{
public:
int width;
int height;
int ballPos[2];
int goalBase;
int ballBase;
int goaliePos[7][2];
int ballSize[2];
int bShadSize[2];
float ballEndScale;
int playerFrames[3][4];
int player1Frames[2][4];
int goalieFrames[6][4];
int audienceArea[4];
int ballsp[6][4];
int ballPers[6];
std::vector moveSteps;
int powerup[4];
int powerBar[6];
int groundEnd[4];
void initDimen();
char* toCStr(int i);
};
#endif // __HELLOWORLD_SCENE_H__
helloworld.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
/*
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = LabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen
label->setPosition(Point(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
*/
this->setTouchEnabled(true);
// add "HelloWorld" splash screen"
Sprite* sprite = cocos2d::Sprite::create("bac1.jpg");
// position the sprite on the center of the screen
sprite->setPosition(cocos2d::CCPoint(0,0));
sprite->setAnchorPoint(cocos2d::CCPoint(0,0));
// add the sprite as a child to this layer
this->addChild(sprite,0);
ball = Sprite::create("ball.png");
players = Layer::create();
Dimen dimen;
dimen.initDimen();
tracks = Layer::create();
flashes = Layer::create();
bac = Sprite::create("bac1.jpg");
bShad = Sprite::create("bshad.png");
player1=Sprite::create();
player2=Sprite::create();
goalie = Sprite::create("goalie.png");
powerup = Sprite::create("powerup.png");
powerBar = Sprite::create();
pBar = Layer::create();
labelTapPowerup = LabelTTF::create("Tap to powerup", "Arial", 24);
labelPowerupCount = LabelTTF::create("Tap to powerup", "Arial", 24);
ball->setAnchorPoint(Point(0.5,0.5));
ball->setPosition(Point(dimen.ballPos[0],dimen.ballPos[1]));
this->addChild(ball);
log("start");
this->addTouchListener();
return true;
}
void HelloWorld::menuCloseCallback(Object* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
char* Dimen :: toCStr(int i)
{
return "00";//itoa(i,new char[10],10);
}
void Dimen :: initDimen(){
width=320;
height=480;
{int a[]={ width/2,(height*(1.0/5.0)) }; for(int i=0,n=sizeof(a)/sizeof(a[0]);igetLocationInView();
location = Director::sharedDirector()->convertToGL(location);
ball->setScale(1);
ball->runAction(MoveTo::create(.5, location));// CCSequence::create(CCMoveTo::create(1, location)//,CCCallFuncN::create(this,callfuncN_selector(HelloWorld::spriteMoveFinished)),NULL) );
ball->runAction(ScaleTo::create(.5, 0.4));
ball->runAction(RotateBy::create(.5, 700));
return true;
}
void HelloWorld::onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event)
{
// Choose one of the touches to work with
//Touch* touch = touches;
log("touch");
Point location = touch->getLocationInView();
location = Director::sharedDirector()->convertToGL(location);
ball->setScale(1);
ball->runAction(MoveTo::create(.5, location));// CCSequence::create(CCMoveTo::create(1, location)//,CCCallFuncN::create(this,callfuncN_selector(HelloWorld::spriteMoveFinished)),NULL) );
ball->runAction(ScaleTo::create(.5, 0.4));
ball->runAction(RotateBy::create(.5, 700));
}
any suggestions would be very appreciated, sorry for dumping the code as it is.
thanks