本文实例为大家分享了cocos2dx刮奖效果实现代码,供大家参考,具体内容如下
刮奖效果其实挺简单的,需要用到RenderTexture来进行渲染,通过你所要渲染的图层,把该层的颜色进行设置混合就可以达到效果,具体看代码,我用的lua实现的。
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local winsize = cc.Director:sharedDirector():getWinSize();
local dataSprite = cc.Sprite:create( "Star.png" )--要把这个图片刮出来
dataSprite:setAnchorPoint(cc.p(0.5, 0.5));
dataSprite:move(winsize.width / 2.0, winsize.height / 2.0);
self:addChild(dataSprite)
pEarse = cc.DrawNode:create()
pEarse:drawDot(cc.p(0, 0), 5, cc.c4f(1, 0, 0, 1));
pEarse:retain()
pRTex = cc.RenderTexture:create(winsize.width, winsize.height);
pRTex:setPosition(cc.p(winsize.width / 2, winsize.height / 2));
-- this :addChild(pRTex);
pRTex:retain()
local pBg = cc.Sprite:create( "d1.png" );--这个作为当“油漆层”
pBg:setAnchorPoint(cc.p(0.5, 0.5));
pBg:move(winsize.width / 2.0, winsize.height / 2.0);
pRTex:begin();
dataSprite:visit();
pBg:visit();
pRTex:endToLua();
local layer=cc.Layer:create()
self:addChild(layer, 1000)
layer:addChild(pRTex);
layer:setNodeTouch(handler(self, self.onTouchStart))
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鼠标移动代码:
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function shop.erasure(event)
-- body
print( "erasure: " , event.name)
--todo
print( "moved" )
local touchPoint = event.pos
pEarse:setPosition(event.pos.x, event.pos.y);
-- 设置混合模式
local blendFunc = { GL_ONE, GL_ZERO };
pEarse:setBlendFunc(blendFunc);
-- 将橡皮擦的像素渲染到画布上,与原来的像素进行混合
pRTex:begin();
pEarse:visit();
pRTex:endToLua();
end
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C++代码:
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void function()
{
//test code
auto aPanelSprite = Sprite::create( "potentiometerTrack.png" );
aPanelSprite->setPosition(Vec2(s.width / 2, s.height / 2));
this ->addChild(aPanelSprite);
pEase = DrawNode::create();
pEase->retain();
pEase->drawDot(Point(0, 0), 4.0f, Color4F(255, 0, 0, 255));
pRender = RenderTexture::create(s.width, s.height);
pRender->retain();
pRender->setPosition(Vec2(s.width / 2, s.height / 2));
this ->addChild(pRender); //渲染纹理层需加入该父节点层
auto pBg = Sprite::create( "potentiometerProgress.png" ); //这个作为当“油漆层”
pBg->setAnchorPoint(Point(0.5, 0.5));
pBg->setPosition(Vec2(s.width / 2, s.height / 2));
pRender->begin();
aPanelSprite->visit();
pBg->visit();
pRender->end();
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches( true );
listener->onTouchBegan = CC_CALLBACK_2(SpriteEaseBezier::onTouchBegan, this );
listener->onTouchMoved = CC_CALLBACK_2(SpriteEaseBezier::onTouchMoved, this );
auto _eventDispatcher = CCDirector::getInstance()->getEventDispatcher();
_eventDispatcher->addEventListenerWithFixedPriority(listener, -10);
}
bool SpriteEaseBezier::onTouchBegan(Touch *touch, Event *unused_event)
{
CCLOG( "SpriteEaseBezier::onTouchBegan" );
return true ;
}
void SpriteEaseBezier::onTouchMoved(Touch *touch, Event *unused_event)
{
auto touchPoint = touch->getLocation();
pEase->setPosition(touchPoint.x, touchPoint.y);
BlendFunc blendFunc = { GL_ONE, GL_ZERO };
pEase->setBlendFunc(blendFunc);
pRender->begin();
pEase->visit();
pRender->end();
CCLOG( "SpriteEaseBezier::onTouchMoved" );
}
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以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/sun___shine/article/details/51351282