local scheduler = require(cc.PACKAGE_NAME .. ".scheduler")
local TestScene = class("TestScene", function()
return display.newScene("TestScene")
end)
function TestScene:ctor()
self.cursors = {}
self.sprite=display.newSprite("background.png",display.cx,display.cy):addTo(self)
self.sprite:setTouchEnabled(true)
self.sprite:setTouchMode(cc.TOUCH_MODE_ALL_AT_ONCE)
self.sprite:addNodeEventListener(cc.NODE_TOUCH_EVENT, function(event)
if event.name == "began" or event.name == "added" then
for id, point in pairs(event.points) do
local cursor=point
self.cursors[id] = cursor
end
elseif event.name == "moved" then
elseif event.name == "removed" then
for id, point in pairs(event.points) do
--self.cursors[id]:removeSelf()
--self.cursors[id]
self.cursors[id] = nil
end
else
--[[
for _, cursor in pairs(self.cursors) do
cursor:removeSelf()
end
]]
self.cursors = {}
end
if event.name == "ended" or event.name == "cancelled" then
end
return true
end)
cc.ui.UILabel.new({
UILabelType = 2, text = "QuickGame3", size = 64})
:align(display.CENTER, display.cx, display.cy+80)
:addTo(self)
self.label=cc.ui.UILabel.new({
UILabelType = 2, text = "Hello, World", size = 64})
:align(display.CENTER, display.cx, display.cy)
:addTo(self)
-- add listener
self:addNodeEventListener(cc.NODE_ENTER_FRAME_EVENT,handler(self , self.update))
self:scheduleUpdate()
end
function TestScene:update( dt )
local sum=0
for id, point in pairs(self.cursors) do
sum=sum+1
end
self.label:setString(tostring(sum))
end
return TestScene