cocos2dx实现刮奖效果
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。
localwinsize=cc.Director:sharedDirector():getWinSize();
localdataSprite=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()
localpBg=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();
locallayer=cc.Layer:create()
self:addChild(layer,1000)
layer:addChild(pRTex);
layer:setNodeTouch(handler(self,self.onTouchStart))
鼠标移动代码:
functionshop.erasure(event)
--body
print("erasure:",event.name)
--todo
print("moved")
localtouchPoint=event.pos
pEarse:setPosition(event.pos.x,event.pos.y);
--设置混合模式
localblendFunc={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
C++代码:
voidfunction()
{
//testcode
autoaPanelSprite=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
autopBg=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();
autolistener=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);
}
boolSpriteEaseBezier::onTouchBegan(Touch*touch,Event*unused_event)
{
CCLOG("SpriteEaseBezier::onTouchBegan");
returntrue;
}
voidSpriteEaseBezier::onTouchMoved(Touch*touch,Event*unused_event)
{
autotouchPoint=touch->getLocation();
pEase->setPosition(touchPoint.x,touchPoint.y);
BlendFuncblendFunc={GL_ONE,GL_ZERO};
pEase->setBlendFunc(blendFunc);
pRender->begin();
pEase->visit();
pRender->end();
CCLOG("SpriteEaseBezier::onTouchMoved");
}
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毛票票。