• starling教程-触摸事件(Touch Events)


    在前面提到过,Starling是Sparrow的姊妹篇,正因为这样,Starling里的touch事件的机制其实是为移动设备的触摸交互设计的,所以当你使用它进行使用鼠标交互的桌面应用开发时,第一眼会感觉有些困惑。

    首先,如果你看一下starling的类结构图的话,你会发现starling和本地显示列表结构不同的地方在于它没有InteractiveObject类(InteractiveObject 类是用户可以使用鼠标和键盘与之交互的所有显示对象的抽象基类),所有的显示对象使用默认的交互,换句话说,在displayobject中定义了这些交互行为(starling其实从本地stage中注册事件,然后通过自己的结构将本地MouseEvent和TouchEvent结合成为它自己的独有的TouchEvent,这样开发桌面应用时,基本不用做什么修改就可以移植到移动平台了,大家知道的,现在平板电脑正在疯狂普及呐!)。

    我们在前面已经用到过touch事件了。我们从最基本的东西开始,比如捕捉当鼠标触碰到quad时触发的事件。为了实现这点我们使用 TouchEvent.TOUCH事件:

    1 // when the sprite is touched 
    2 _customSprite.addEventListener(TouchEvent.TOUCH, onTouchedSprite);

    你会不会认为这是一个相当有限的功能?事实上它是非常强大的,因为你可以从这个单一的事件里得到许多不同的状态。每当鼠标或手指和图形对象发生交互时,TouchEvent.TOUCH就会被触发。

    让我们在进一步看看下面的代码,我们在onTouch方法里trace了一下Touch对象的phase属性:

    复制代码
     1 private function onTouch (e:TouchEvent):void 
    2 {
    3 // get the mouse location related to the stage
    4 var touch:Touch = e.getTouch(stage);
    5 var pos:Point = touch.getLocation(stage);
    6
    7 trace ( touch.phase );
    8
    9 // store the mouse coordinates
    10 _mouseY = pos.y;
    11 _mouseX = pos.x;
    12 }
    复制代码

     

    当我们开始和一个quad交互直到点击了它,这个过程会触发不同的phase。下面是TouchPhase类中所有phase的常量属性:

    1 •  began : A mouse or finger starts interacting (similar to a mouse down state). 
    2 • ended : A mouse or finger stop interacting (similar to a native click state).
    3 • hover : A mouse or finger is hovering an object. (similar to a native mouse over state)
    4 • moved : A mouse or finger is moving an object (similar to a native mouse down state + a mouse move state).
    5 • stationary : A mouse or finger stopped interactng with an object and stays over it.

    我们再来看看TouchEvent类的其他一些常用的属性:

    复制代码
    1 •  ctrlKey : A boolean returning the state of the ctrl key (down or not). 
    2 • getTouch: Gets the first Touch object that originated over a certain target and are in a certain phase.
    3 • getTouches : Gets a set of Touch objects that originated over a certain target and are in a certain phase.
    4 • shiftKey: A boolean returning the state of the shift key (down or not).
    5 • timestamp : The time the event occurred (in seconds since application launch).
    6 • touches : All touches that are currently happening.
    复制代码

    在使用键盘组合键的时候shiftKey和ctrlKey属性就非常有用了。综上,每当有交互发生不论是鼠标还是手指,都会有一个Touch事件相关联。

     

    让我们来看看Touch类的pai:

    复制代码
     1 •  clone : Clones the object. 
    2 • getLocation: Converts the current location of a touch to the local coordinate system of a display object.
    3 • getPreviousLocation: Converts the previous location of a touch to the local coordinate system of a display
    4 object.
    5 • globalX: The x-position of the touch in screen coordinates.
    6 • globalY : The y-position of the touch in screen coordinates.
    7 • id: A unique id for the object.
    8 • phase : The current phase the touch is in.
    9 • previousGlobalX : The previous x-position of the touch in screen coordinates.
    10 • previousGlobalY : The previous y-position of the touch in screen coordinates
    11 • tapCount : The number of taps the finger made in a short amount of time. Use this to detect double-taps, etc.
    12 • target : The display object at which the touch occurred.
    13 • timestamp : The moment the event occurred (in seconds since application start).
    14
    复制代码

     

    模拟多点触摸

    当进行移动设备的开发时,你会有很多时候想要使用多点触摸的交互操作,比如放大缩小图片。当你再台式电脑上进行开发时,手里没有移动设备,这时你就会需要使用到Starling内建的一个很好的模拟多点触摸的机制。

    使用这个机制需要你将Starling类的simulateMultiTouch属性设置为true:

     

    复制代码
    package
    {
    import flash.display.Sprite;
    import flash.display.StageAlign;
    import flash.display.StageScaleMode;
    import starling.core.Starling;

    [SWF(width="1280", height="752", frameRate="60", backgroundColor="#002143")]
    public class Startup extends Sprite
    {
    private var mStarling:Starling;

    public function Startup()
    {
    // stats class for fps
    addChild ( new Stats() );

    stage.align = StageAlign.TOP_LEFT;
    stage.scaleMode = StageScaleMode.NO_SCALE;

    // create our Starling instance
    mStarling = new Starling(Game, stage);
    // emulate multi-touch
    mStarling.simulateMultitouch = true;
    // set anti-aliasing (higher the better quality but slower performance)
    mStarling.antiAliasing = 1;
    // start it!
    mStarling.start();
    }
    }
    }
    复制代码

    按照上面的代码进行设置之后,按住ctrl键,这时会出现两个小圆圈来模拟多点触摸,下面的插图说明了这一点:

    在下面的代码中,我们将使用模拟多点触摸的小圆点来将一个quad进行形变,就像使用两个手指一样。

    我们取出两个触摸点并计算它们之间的距离:

    复制代码
     1 package  
    2 {
    3 import flash.geom.Point;
    4
    5 import starling.display.Sprite;
    6 import starling.events.Event;
    7 import starling.events.Touch;
    8 import starling.events.TouchEvent;
    9 import starling.events.TouchPhase;
    10
    11 public class Game extends Sprite
    12 {
    13 private var customSprite:CustomSprite;
    14
    15 public function Game()
    16 {
    17 addEventListener(Event.ADDED_TO_STAGE, onAdded);
    18 }
    19
    20 private function onAdded ( e:Event ):void
    21 {
    22 // create the custom sprite
    23 customSprite = new CustomSprite(200, 200);
    24
    25 // positions it by default in the center of the stage
    26 // we add half width because of the registration point of the custom sprite (middle)
    27 customSprite.x = (stage.stageWidth - customSprite.width >> 1 ) + (customSprite.width >> 1);
    28 customSprite.y = (stage.stageHeight - customSprite.height >> 1) + (customSprite.height >> 1);
    29
    30 // show it
    31 addChild(customSprite);
    32
    33 // we listen to the mouse movement on the stage
    34 //stage.addEventListener(TouchEvent.TOUCH, onTouch);
    35 // need to comment this one ? ;)
    36 stage.addEventListener(Event.ENTER_FRAME, onFrame);
    37 // when the sprite is touched
    38 customSprite.addEventListener(TouchEvent.TOUCH, onTouchedSprite);
    39 }
    40
    41 private function onFrame (e:Event):void
    42 {
    43 // we update our custom sprite
    44 customSprite.update();
    45 }
    46
    47 private function onTouchedSprite(e:TouchEvent):void
    48 {
    49 // retrieves the touch points
    50 var touches:Vector.<Touch> = e.touches;
    51
    52 // if two fingers
    53 if ( touches.length == 2 )
    54 {
    55 var finger1:Touch = touches[0];
    56 var finger2:Touch = touches[1];
    57
    58 var distance:int;
    59 var dx:int;
    60 var dy:int;
    61
    62 // if both fingers moving (dragging)
    63 if ( finger1.phase == TouchPhase.MOVED && finger2.phase == TouchPhase.MOVED )
    64 {
    65 // calculate the distance between each axes
    66 dx = Math.abs ( finger1.globalX - finger2.globalX );
    67 dy = Math.abs ( finger1.globalY - finger2.globalY );
    68
    69 // calculate the distance
    70 distance = Math.sqrt(dx*dx+dy*dy);
    71
    72 trace ( distance );
    73 }
    74 }
    75 }
    76 }
    77 }
    复制代码
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  • 原文地址:https://www.cnblogs.com/klh5211314/p/3158688.html
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