Touch movement of sprite.

  • shams143
    Likes 0

    Problem Description

    I want to impliment drag and drop option to sprite. 

  • Sonar Systems admin
    Likes 0

    What do you have so far?

  • shams143
    Likes 0

    to be frank I have nothing just added sprite… I am following your tutorial. I unable to find drag and drop option/ touch movement of the same.  as of now i used move to and moveby functions.

  • shams143
    Likes 0

    #include "HelloWorldScene.h"
    #include "SimpleAudioEngine.h"
    
    USING_NS_CC;
    
    Scene* HelloWorld::createScene()
    {
        return HelloWorld::create();
    }
    
    // Print useful error message instead of segfaulting when files are not there.
    static void problemLoading(const char* filename)
    {
        printf("Error while loading: %s\n", filename);
        printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n");
    }
    
    // on "init" you need to initialize your instance
    bool HelloWorld::init()
    {
        //////////////////////////////
        // 1. super init first
        if ( !Scene::init() )
        {
            return false;
        }
    
        auto visibleSize = Director::getInstance()->getVisibleSize();
        Vec2 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));
    
        if (closeItem == nullptr ||
            closeItem->getContentSize().width <= 0 ||
            closeItem->getContentSize().height <= 0)
        {
            problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
        }
        else
        {
            float x = origin.x + visibleSize.width - closeItem->getContentSize().width/2;
            float y = origin.y + closeItem->getContentSize().height/2;
            closeItem->setPosition(Vec2(x,y));
        }
    
        // create menu, it's an autorelease object
        auto menu = Menu::create(closeItem, NULL);
        menu->setPosition(Vec2::ZERO);
        this->addChild(menu, 1);
    
        /////////////////////////////
        // 3. add your codes below...
    
        // add a label shows "Hello World"
        // create and initialize a label
    
        auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
        if (label == nullptr)
        {
            problemLoading("'fonts/Marker Felt.ttf'");
        }
        else
        {
            // position the label on the center of the screen
            label->setPosition(Vec2(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("Pic.png");
    
        sprite->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + (visibleSize.height/8)*1));
    
        this->addChild(sprite, 0);
    
    
    
        auto listener1 = EventListenerTouchOneByOne::create();
    
        listener1->setSwallowTouches(true);
        listener1->onTouchBegan = [](Touch* touch, Event* event){
    
            auto target = static_cast<Sprite*>(event->getCurrentTarget());
    
            Point locationInNode = target->convertToNodeSpace(touch->getLocation());
    
            Size s = target->getContentSize();
    
            Rect rect = Rect(0, 0, s.width, s.height);
    
    
    
    
    
            if (rect.containsPoint(locationInNode))
    
            {
    
                log("sprite began... x = %f, y = %f", locationInNode.x, locationInNode.y);
    
                target->setOpacity(180);
    
                return true;
    
            }
    
            return false;
    
        };
    
    
    
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, sprite);
        return true;
    }
    
    
    void HelloWorld::menuCloseCallback(Ref* pSender)
    {
        //Close the cocos2d-x game scene and quit the application
        Director::getInstance()->end();
    
        #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
        exit(0);
    #endif
    
        /*To navigate back to native iOS screen(if present) without quitting the application  ,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/
    
        //EventCustom customEndEvent("game_scene_close_event");
        //_eventDispatcher->dispatchEvent(&customEndEvent);
    
    
    }
    
  • Sonar Systems admin
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