cocos2dx 3.2 裁剪节点 ClippingNode
发布时间:2020-12-14 17:19:12 所属栏目:百科 来源:网络整理
导读:效果1: 效果2: 代码: // //[1].背景图片 Sprite* bg = Sprite::create("HelloWorld.png"); bg-setPosition(visibleSize / 2); this-addChild(bg,-1); //[2].创建主题文字 : gameTitle Sprite* gameTitle = Sprite::create("game_title.png"); //获取尺寸
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效果1: 效果2: 代码:
//
//[1].背景图片
Sprite* bg = Sprite::create("HelloWorld.png");
bg->setPosition(visibleSize / 2);
this->addChild(bg,-1);
//[2].创建主题文字 : gameTitle
Sprite* gameTitle = Sprite::create("game_title.png");
//获取尺寸大小
Size clipSize = gameTitle->getContentSize();
//[3].创建底板的发光图片 : spark
Sprite* spark = Sprite::create("spark.png");
spark->setPosition(-clipSize.width,0);
//[4].创建裁剪节点 : clippingNode
ClippingNode* clippingNode = ClippingNode::create();
clippingNode->setPosition(visibleSize / 2);
this->addChild(clippingNode);
clippingNode->setAlphaThreshold(0.05f); //设置alpha闸值
clippingNode->setContentSize(clipSize); //设置尺寸大小
clippingNode->setStencil(gameTitle); //设置模板stencil
clippingNode->addChild(gameTitle,1); //先添加标题,会完全显示出来,因为跟模板一样大小
clippingNode->addChild(spark,2); //会被裁减
//[5].左右移动spark
MoveTo* moveAction = MoveTo::create(2.0f,Vec2(clipSize.width,0));
MoveTo* moveBackAction = MoveTo::create(2.0f,Vec2(-clipSize.width,0));
spark->runAction(RepeatForever::create(Sequence::create(moveAction,moveBackAction,NULL)));
效果3:
//
ClippingNode* holesClipper; //裁剪节点
Node* holesStencil; //模板节点
Node* holes; //底板节点
//触摸回调
void onTouchesBegan(const std::vector<Touch*>& touches,Event *unused_event);
//添加小洞
void pokeHoleAtPoint(Vec2 point);
//
1.3、在HelloWorld.cpp中的init()中创建裁剪节点ClippingNode
//
//[1].背景图片(Layer层中)
Sprite* bg = Sprite::create("HelloWorld.png");
bg->setPosition(visibleSize / 2);
this->addChild(bg);
//[2].创建裁剪节点 : holesClipper
holesClipper = ClippingNode::create();
holesClipper->setPosition(visibleSize / 2);
this->addChild(holesClipper);
//属性设置
holesClipper->setInverted(true); //倒置显示,未被裁剪下来的剩余部分
holesClipper->setAlphaThreshold(0.5f); //设置alpha透明度闸值
holesClipper->runAction(RepeatForever::create(RotateBy::create(1,45))); //旋转动作
//[3].创建模板 : holesStencil
holesStencil = Node::create();
holesClipper->setStencil(holesStencil); //设置模板节点
//添加一个模板遮罩 ball
holesStencil->addChild(Sprite::create("ball.png"),-1);
//[4].创建底板 : holes
holes = Node::create();
holesClipper->addChild(holes); //设置底板
//添加另一个底板内容 blocks
Sprite* content = Sprite::create("blocks.png");
holesClipper->addChild(content,-1,"content");
//[5].触摸事件
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan,this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
//
1.4、设置触摸事件回调。当触摸点在底板区域内部,则“打洞”
//
void HelloWorld::onTouchesBegan(const std::vector<Touch*>& touches,Event *unused_event)
{
//[1].获取触点,转换为相对holesClipper节点的 相对坐标
Vec2 point = touches[0]->getLocation();
point = holesClipper->convertToNodeSpace(point);
//[2].获取底板区域矩形Rect
Sprite* content = (Sprite*)holesClipper->getChildByName("content");
Size contentSize = content->getContentSize();
Rect rect = Rect(-contentSize.width / 2,-contentSize.height / 2,contentSize.width,contentSize.height);
//[3].触摸点在底板内部,进行"打洞"
if (rect.containsPoint(point))
{
pokeHoleAtPoint(point);
}
}
//
1.5、实现“打洞”操作函数
//
void HelloWorld::pokeHoleAtPoint(Vec2 point)
{
CCLOG("Add a Hole!!!");
//[1].添加底板内容 : 一个洞的痕迹
auto hole = Sprite::create("hole_effect.png");
hole->setPosition(point);
holes->addChild(hole);
//[2].添加模板内容 : 一个小洞
auto holeStencil = Sprite::create("hole_stencil.png");
holeStencil->setPosition(point);
holesStencil->addChild(holeStencil);
//[3].动作效果 : 放大缩小
holesClipper->runAction(Sequence::create(ScaleTo::create(0.05f,1.05f),ScaleTo::create(0.05f,1.0f),NULL));
}
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