cocos2dx 3.2 裁剪节点 ClippingNode

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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:



1.1、素材


1.2、在HelloWorld.h中添加如下变量与函数

//  
    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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