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。