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)); } //原文链接:https://www.f2er.com/cocos2dx/338815.html