本文基于cocos2d-js 3.0版本引擎开发
RenderTexture用法1:数字图片
通过这张图片实现任意数字
//数字图片精灵
var PictureNumber = cc.Sprite.extend({ m_Number:null, m_NumberTexture:null, ctor:function(){ this._super(); }, buildNumber:function(paramNumber, paramTexture) { this.setNumber(paramNumber); this.setNumberTexture(cc.textureCache.addImage(paramTexture)); return this.build(); }, build:function(){ var iNumCount = (this.m_Number+"").length; //取得字符个数 var stSize = this.m_NumberTexture.getContentSize(); //取得纹理大小,要求纹理中每个数字都是等宽等高,并依照0123456789排列 var iNumWidth = parseInt( stSize.width / 10); //纹理中每个数字的宽度 var iNumHeight = parseInt( stSize.height); //纹理中每个数字的高度 var pRT = new cc.RenderTexture(iNumWidth * iNumCount, iNumHeight); //创建渲染纹理对象,并数字确定宽度 pRT.begin(); for (var i = 0; i < iNumCount; i++) { var pSprite = new cc.Sprite(); //创建精灵对象,用于绘制数字 pSprite.setAnchorPoint(0, 0); pSprite.setTexture(this.m_NumberTexture); var iNumber = (this.m_Number+"")[i]; //设置要显示数字的纹理区域,这个区域是指参数中paramTexture中区域 var stRect = new cc.rect(iNumber * iNumWidth, 0, iNumWidth, iNumHeight); pSprite.setTextureRect(stRect, false, cc.size(stRect.width, stRect.height)); pSprite.setPosition(i * iNumWidth, 0); //计算显示的偏移位置 pSprite.visit(); //渲染到pRT中 } pRT.end(); //取得生成的纹理 this.setTexture(pRT.getSprite().getTexture()); //设置显示的内容 var stRect = new cc.rect(0, 0, iNumWidth * iNumCount, iNumHeight); this.setTextureRect(stRect, false, cc.size(stRect.width, stRect.height)); //默认的情况下,通过CCRenderTexture得到的纹理是倒立的,这里需要做一下翻转 this.setFlippedY(true); }, setNumber:function(paramNumber){ this.m_Number = paramNumber; }, getNumber:function(){ return this.m_Number; }, setNumberTexture:function(paramTexture) { this.m_NumberTexture = paramTexture; }});使用方法:
var pNum = new PictureNumber(); pNum.buildNumber(1234567, "res/number.png"); pNum.setPosition(200, 200); pNum.setAnchorPoint(0, 0);运行如下:
RenderTexture用法2:刮刮乐效果
主要代码如下:
var HelloWorldLayer = cc.Layer.extend({运行效果如下:
sprite:null,
pEraser:null,
pRTex:null,
ctor:function () {
//////////////////////////////
// 1. super init first
this._super();
var size = cc.winSize;
// add a "close" icon to exit the progress. it's an autorelease object
var closeItem = new cc.MenuItemImage(
res.CloseNormal_png,
res.CloseSelected_png,
function () {
cc.log("Menu is clicked!");
}, this);
closeItem.attr({
x: size.width - 20,
y: 20,
anchorX: 0.5,
anchorY: 0.5
});
var menu = new cc.Menu(closeItem);
menu.x = 0;
menu.y = 0;
this.addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
var helloLabel = new cc.LabelTTF("Hello World", "Arial", 38);
// position the label on the center of the screen
helloLabel.x = size.width / 2;
helloLabel.y = size.height / 2;
// add the label as a child to this layer
this.addChild(helloLabel, 5);
// hello world 背景图片
this.sprite = new cc.Sprite(res.HelloWorld_png);
this.sprite.attr({
x: size.width / 2,
y: size.height / 2,
});
this.addChild(this.sprite, 0);
//橡皮擦
this.pEraser = new cc.DrawNode();
this.pEraser.drawDot(cc.p(0, 0), 20, cc.color(255, 255, 255, 0));
this.pEraser.retain();
//通过pRTex实现橡皮擦
this.pRTex = new cc.RenderTexture(size.width,size.height);
this.pRTex.setPosition(size.width/2, size.height/2);
this.addChild(this.pRTex, 10);
//加载等待被擦除的图片
var pBg = new cc.Sprite(res.dirt_png);
pBg.setPosition(size.width/2, size.height/2);
this.pRTex.begin();
pBg.visit();
this.pRTex.end();
cc.eventManager.addListener({
event: cc.EventListener.TOUCH_ONE_BY_ONE,
onTouchBegan:function(touches, event){
cc.log("start");
var target = event.getCurrentTarget();
return true;
},
onTouchMoved:function (touch, event) {
var target = event.getCurrentTarget();
target.pEraser.setPosition(touch.getLocation());
target.eraseByBlend();
}
}, this);
return true;
},
eraseByBlend :function()
{
this.pEraser.setBlendFunc(cc.GL_ONE_MINUS_SRC_ALPHA, cc.ZERO);
this.pRTex.begin();
this.pEraser.visit();
this.pRTex.end();
}
});
参考链接
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