Now, we want to let the hero fire some bullets to kill the enemies, add the codes below to set the layer touch-enabled.
1// cpp with cocos2d-x 2this->setTouchEnabled(true); or this->setIsTouchEnabled(true);
Then we could receive the touch event now.
Declare the callback function "void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);" in HelloWorldScene.h, and implement the function in HelloWorldScene.cpp.
1// cpp with cocos2d-x 2void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event) 3{ 4 // Choose one of the touches to work with 5 CCTouch* touch = (CCTouch*)( touches->anyObject() ); 6 CCPoint location = touch->locationInView(); 7 location = CCDirector::sharedDirector()->convertToGL(location); 8 9 // Set up initial location of projectile 10 CCSize winSize = CCDirector::sharedDirector()->getWinSize(); 11 CCSprite *projectile = CCSprite::create("Projectile.png", 12 CCRectMake(0, 0, 20, 20)); 13 projectile->setPosition( ccp(20, winSize.height/2) ); 14 15 // Determinie offset of location to projectile 16 int offX = location.x - projectile->getPosition().x; 17 int offY = location.y - projectile->getPosition().y; 18 19 // Bail out if we are shooting down or backwards 20 if (offX <= 0) return; 21 22 // Ok to add now - we've double checked position 23 this->addChild(projectile); 24 25 // Determine where we wish to shoot the projectile to 26 int realX = winSize.width 27 + (projectile->getContentSize().width/2); 28 float ratio = (float)offY / (float)offX; 29 int realY = (realX * ratio) + projectile->getPosition().y; 30 CCPoint realDest = ccp(realX, realY); 31 32 // Determine the length of how far we're shooting 33 int offRealX = realX - projectile->getPosition().x; 34 int offRealY = realY - projectile->getPosition().y; 35 float length = sqrtf((offRealX * offRealX) 36 + (offRealY*offRealY)); 37 float velocity = 480/1; // 480pixels/1sec 38 float realMoveDuration = length/velocity; 39 40 // Move projectile to actual endpoint 41 projectile->runAction( CCSequence::create( 42 CCMoveTo::create(realMoveDuration, realDest), 43 CCCallFuncN::create(this, 44 45 callfuncN_selector(HelloWorld::spriteMoveFinished)), 46 NULL) ); 47}
Ok, build and run, touch the screen(on the emulator? click the screen!), and enjoy the effect.
PS: To keep identical with the Object-C codes, there would be some warnings of conversion from 'float' to 'int', don't care about them.
Win32