BaseScene.lua
4.16 KB
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local BaseScene = class("BaseScene", function() return display.newScene() end)
function BaseScene:ctor()
self.nodes = {};
self.nodeIndex = 1;
self.selectedIndex = 1;
end
function BaseScene:onButtonClick(ref, type,onComplete)
if 0 == type then
-- MyAudio.playSound("BUTTON_CLICK")
elseif 2 == type then
onComplete(ref, type)
end
end
--上键处理函数
function BaseScene:onKeypadUp(isBounce)
if not self.nodes or #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
if self.nodeIndex > 1 then
local curNode = self.nodes[self.nodeIndex][self.selectedIndex];
local curPos = curNode:getParent():convertToWorldSpace(cc.p(curNode:getPosition()));
self.nodeIndex = self.nodeIndex - 1;
local minDinstance = 9999;
self.selectedIndex = 1;
for i,v in ipairs(self.nodes[self.nodeIndex]) do
if v:isVisible() then
local _p = v:getParent():convertToWorldSpace(cc.p(v:getPosition()));
local _distance = math.abs(_p.x-curPos.x);
if _distance < minDinstance then
minDinstance = _distance;
self.selectedIndex = i;
end
end
end
self:updateSelectedState();
end
end
--下键处理函数
function BaseScene:onKeypadDown(isBounce)
if not self.nodes or #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
if self.nodeIndex < #self.nodes then
local curNode = self.nodes[self.nodeIndex][self.selectedIndex];
local curPos = curNode:getParent():convertToWorldSpace(cc.p(curNode:getPosition()));
self.nodeIndex = self.nodeIndex + 1;
local minDinstance = 9999;
self.selectedIndex = 1;
for i,v in ipairs(self.nodes[self.nodeIndex]) do
if v:isVisible() then
local _p = v:getParent():convertToWorldSpace(cc.p(v:getPosition()));
local _distance = math.abs(_p.x-curPos.x);
if _distance < minDinstance then
minDinstance = _distance;
self.selectedIndex = i;
end
end
end
self:updateSelectedState(isBounce);
end
end
--左键处理函数
function BaseScene:onKeypadLeft(isBounce)
if not self.nodes or #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
if self.selectedIndex > 1 then
self.selectedIndex = self.selectedIndex - 1;
self:updateSelectedState(isBounce);
end
end
--右键处理函数
function BaseScene:onKeypadRight(isBounce)
if not self.nodes or #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
if self.selectedIndex < #self.nodes[self.nodeIndex] then
self.selectedIndex = self.selectedIndex + 1;
self:updateSelectedState(isBounce);
end
end
--菜单键处理函数
function BaseScene:onKeypadMenu()
end
function BaseScene:updateSelectedState(isBounce)
if IS_TV == 0 then
return;
end
if isBounce == nil then
isBounce = true;
end
if #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
for i,v in ipairs(self.nodes) do
for index,node in ipairs(v) do
local selected = node:getChildByName("selected");
if selected then
selected:setVisible(false);
end
NodeManager.setHighlight(node,false);
end
end
local node = self.nodes[self.nodeIndex][self.selectedIndex];
local selected = node:getChildByName("selected");
if selected then
selected:setVisible(true);
end
NodeManager.setHighlight(node,true,isBounce);
end
function BaseScene:removeAllSelectedState()
if #self.nodes == 0 then
logE("该界面没有设置按键节点");
return ;
end
for i,v in ipairs(self.nodes) do
for index,node in ipairs(v) do
local selected = node:getChildByName("selected");
if selected then
selected:setVisible(false);
end
NodeManager.setHighlight(node,false);
end
end
end
return BaseScene