Global System Events

In this section, we will introduce the global system events of Cocos Creator.

Global system events are irrelevant with the node hierarchy, so they are dispatched globally by cc.systemEvent, currently supported:

  • Keyboard
  • DeviceMotion

If you are searching for any information about touch or mouse events, please refer to Node System Events documentation.

ATTENTION: We strongly discourage any usage of cc.eventManager in Cocos Creator, all its functionality can be achieved via cc.systemEvent and cc.Node's event API. We no longer guarantee the API of cc.eventManager, it could be refactored any time in the future.

How to define the input events

You can use cc.systemEvent.on(type, callback, target) to register Keyboard and DeviceMotion event listeners.

Event types included:

  1. cc.SystemEvent.EventType.KEY_DOWN
  2. cc.SystemEvent.EventType.KEY_UP
  3. cc.SystemEvent.EventType.DEVICEMOTION

Keyboard Events

  • Type:cc.SystemEvent.EventType.KEY_DOWNcc.SystemEvent.EventType.KEY_UP
  • Call Back: Custom Event:callback(event);
  • Call Back Parameter:
cc.Class({
    extends: cc.Component,
    onLoad: function () {
        // add key down and key up event
        cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, this.onKeyDown, this);
        cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, this.onKeyUp, this);
    },

    destroy () {
        cc.systemEvent.off(cc.SystemEvent.EventType.KEY_DOWN, this.onKeyDown, this);
        cc.systemEvent.off(cc.SystemEvent.EventType.KEY_UP, this.onKeyUp, this);
    },

    onKeyDown: function (event) {
        switch(event.keyCode) {
            case cc.KEY.a:
                console.log('Press a key');
                break;
        }
    },

    onKeyUp: function (event) {
        switch(event.keyCode) {
            case cc.KEY.a:
                console.log('release a key');
                break;
        }
    }
});

DEVICE MOTION

  • Type:cc.SystemEvent.EventType.DEVICEMOTION
  • Call Back: Custom Event:callback(event);
  • Call Back Parameter:
cc.Class({
    extends: cc.Component,
    onLoad () {
        // open Accelerometer
        cc.inputManager.setAccelerometerEnabled(true);
        cc.systemEvent.on(cc.SystemEvent.EventType.DEVICEMOTION, this.onDeviceMotionEvent, this);
    },

    destroy () {
        cc.systemEvent.off(cc.SystemEvent.EventType.DEVICEMOTION, this.onDeviceMotionEvent, this);
    },

    onDeviceMotionEvent (event) {
        cc.log(event.acc.x + "   " + event.acc.y);
    },
});

You can go to example-cases cases03_gameplay/01_player_control(This includes the keyboard, accelerometer, single point touch, multitouch examples ).

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