title: how to make cocos creator touch listener
body: <p>I started to learn cocos a few days ago and I don't really understand how to use the eventListener, I tried to copy the example code in their documentation website and make it so that instead of moving with the WASD keys you'll move by touching the screen, I tried to add it to the code but it didn't work... this is my code</p>
  
  <pre><code>    cc.Class({
      extends: cc.Component,
  
      properties: {
          // foo: {
          //     // ATTRIBUTES:
          //     default: null,        // The default value will be used only 
     when the component attaching
          //                           // to a node for the first time
          //     type: cc.SpriteFrame, // optional, default is typeof default
          //     serializable: true,   // optional, default is true
          // },
          // bar: {
          //     get () {
          //         return this._bar;
          //     },
          //     set (value) {
          //         this._bar = value;
          //     }
          // },
      },
      // Player.js
      //...
      properties: {
          // main character's jump height
          jumpHeight: 0,
          // main character's jump duration
          jumpDuration: 0,
          // maximal movement speed
          maxMoveSpeed: 0,
          // acceleration
          accel: 0,
      },
      //...
  
      setJumpAction: function jump() {
          // jump up
          var jumpUp = cc.moveBy(this.jumpDuration, cc.p(0, 
  this.jumpHeight)).easing(cc.easeCubicActionOut());
          // jump down
          var jumpDown = cc.moveBy(this.jumpDuration, cc.p(0, - 
  this.jumpHeight)).easing(cc.easeCubicActionIn());
          // repeat
          return cc.sequence(jumpUp, jumpDown);
      },
  
      setInputControl: function () {
          var self = this;
          // add keyboard event listener
          // When there is a key being pressed down, judge if it's the 
  designated directional button and set up acceleration in the corresponding 
  direction
          cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, function 
  (event) {
              switch (event.keyCode) {
                  case cc.KEY.a:
                      self.accLeft = true;
                      break;
                  case cc.KEY.d:
                      self.accRight = true;
                      break;
                  case cc.KEY.w:
                      self.accUp = true;
                      break;
              }
          });
  
          // when releasing the button, stop acceleration in this direction
          cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function (event) {
              switch (event.keyCode) {
                  case cc.KEY.a:
                      self.accLeft = false;
                      break;
                  case cc.KEY.d:
                      self.accRight = false;
                      break;
                  case cc.KEY.w:
                      self.accUp = false;
                      break;
              }
          });
      },
  
      setTouchControl: function () {
          //Create a "one by one" touch event listener (processes one touch at a time)
          var listener1 = cc.EventListener.create({
              event: cc.EventListener.TOUCH_ONE_BY_ONE,
              // When "swallow touches" is true, then returning 'true' from the onTouchBegan method will "swallow" the touch event, preventing other listeners from using it.
              swallowTouches: true,
              //onTouchBegan event callback function                     
              onTouchBegan: function (touch, event) {
                  var x = touch.getLocationX();
                  var y = touch.getLocationY();
              },
              //Trigger when moving touch
              onTouchMoved: function (touch, event) {
                  //Move the position of current button sprite
                  var x = touch.getLocationX();
                  var y = touch.getLocationY();
              },
              //Process the touch end event
              onTouchEnded: function (touch, event) {
                  var x = touch.getLocationX();
                  var y = touch.getLocationY();
              }
          });
          cc.systemEvent.addListener(listener1, this.node);
          cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, function (event) {
              switch (event.keyCode) {
                  case cc.KEY.a:
                      self.accLeft = false;
                      break;
                  case cc.KEY.d:
                      self.accRight = false;
                      break;
                  case cc.KEY.w:
                      self.accUp = false;
                      break;
              }
          });
      },
  
      // Player.js
      onLoad: function () {
          // initialize jump action
          this.jumpAction = this.setJumpAction();
          this.node.runAction(this.jumpAction);
  
          // switch of acceleration direction
          this.accLeft = false;
          this.accRight = false;
          this.accUp = false;
          // current horizontal speed of main character
          this.xSpeed = 0;
          this.ySpeed = 0;
  
          // initialize keyboard input listener
          this.setInputControl();
  
          this.setTouchControl();
      },
  
      // LIFE-CYCLE CALLBACKS:
  
      // onLoad () {},
  
      start() {
  
      },
  
      // update (dt) {},
  
      // Player.js
      update: function (dt) {
          // update speed of each frame according to the current acceleration direction
          if (this.accLeft) {
              this.xSpeed -= this.accel * dt;
          } else if (this.accRight) {
              this.xSpeed += this.accel * dt;
          }
          // restrict the movement speed of the main character to the maximum movement speed
          if (Math.abs(this.xSpeed) &gt; this.maxMoveSpeed) {
              // if speed reaches its limit, use the max speed with current direction
              this.xSpeed = this.maxMoveSpeed * this.xSpeed / Math.abs(this.xSpeed);
          }
  
          // update the position of the main character according to the current speed
          this.node.x = this.x;
      },
  });
  </code></pre>
  
  <p>I tried to use the function setTouchControl for my porpuses but I don't even know if it's good and if so how to use it in code... </p>