Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); auto sprite = Sprite::create("CloseNormal.png"); sprite->setPosition(origin + Point(visibleSize.width / 2, visibleSize.height / 2) + Point(-80, 80)); addChild(sprite, 1); auto sprite2 = Sprite::create("CloseNormal.png"); sprite2->setPosition(100, 100); addChild(sprite2, 1); auto listener1 = EventListenerTouchOneByOne::create(); //创建一个触摸监听 listener1->setSwallowTouches(false); //用lambda表达式 listener1->onTouchBegan = [](Touch *touch, Event *event){ auto target = static_cast<Sprite*>(event->getCurrentTarget()); //获取当前触摸的目标 auto locationInNode = target->convertToNodeSpace(touch->getLocation()); //target相对于触摸点的坐标位置 auto s = target->getContentSize(); //目标的矩形大小,逻辑尺寸,不是像素 auto rect = Rect(0, 0, s.width, s.height); //推断触摸点是否在目标的范围内 if (rect.containsPoint(locationInNode)){ return true; } return false; //要推断触摸点是否在目标的范围内,能够用第二种方法。程序在上面部分就已经返回,这部分不会运行 //getBoundingBox() if (event->getCurrentTarget()->getBoundingBox().containsPoint(touch->getLocation())) return true; return false; }; ////能够用cocos2d-x的回调函数方式 //listener1->onTouchBegan = CC_CALLBACK_2(HelloWorldScene::onTouchBegan, this); ////或者用std::bind //listener1->onTouchBegan = std::bind(&HelloWorldScene::onTouchBegan, this, placeholders::_1, placeholders::_2); ////再或者std::function //std::function<bool(Touch*, Event*)> func = [](Touch *touch, Event *event){ // //省略代码 //}; //listener1->onTouchBegan = func; listener1->onTouchMoved = [](Touch *touch, Event *event){ auto target = static_cast<Sprite*>(event->getCurrentTarget()); target->setPosition(target->getPosition() + touch->getDelta()); }; //将触摸监听加入�到_eventDispatcher,sprite这个參数应该是表示event->getCurrentTarget()这个目标 //假设有另外一个sprite2,假设这里用的是sprite2,那么移动的就是sprite2 //假设同一时候有sprite和sprite2,这里用的是this,那么移动的是整个layer,也就是说sprite和sprite2是同一时候移动的 _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, sprite); //有多个sprite想都能够移动, 用clone() _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(), sprite2);