cocos2dx 想做一些比较炫的效果,单纯依靠引擎封装提供的一些东西毕竟有限,最近项目是用opengl绘制一些效果出来,代码如下:
封装类效果类
GoodDropEffects.h文件
#ifndef __GOODBLOOD_H__ #define __GOODBLOOD_H__ #include "cocos2d.h" #include "global.h" USING_NS_CC; class GoodsTail:public CCNode { public: ~GoodsTail(); GoodsTail(){}; void draw(); CREATE_FUNC(GoodsTail) bool init(); void onDraw(); void setOrigin(CCPoint pos); void tempfunc(float x1,float y1,float x2,float y2,float d,float &x3,float &y3,float &x4,float &y4); Vertex trackpt[101]; std::vector<GLushort> tiarr; Vec3 color; GLuint vertexBuffer; GLuint indexBuffer; std::vector<Vertex> varray; CCNode *target; void setTarget(CCNode* nd); }; class GoodDropEffects:public CCNode { public: ~GoodDropEffects(); GoodDropEffects(); static GoodDropEffects* create(CCNode* parent,int kinds,int droptype,int color,int side,CCPoint pos) //side 0 左边 1右边 { GoodDropEffects *pRet = new GoodDropEffects(); if (pRet && pRet->init(parent,kinds,droptype,color,side,pos)) { pRet->autorelease(); parent->addChild(pRet,100); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } bool init(CCNode* parent,CCPoint pos); void PlayEffect(CCPoint src,CCPoint dst); void AbsorbEffect(float dt); CCSprite *m_GoodsSp; long m_sides; CCPoint m_pos; GoodsTail *tail[8]; CCParticleSystemQuad* ps[4]; CCSprite *lspr[4]; void callback3(CCNode* sender,void* data); void InitTail(float r,float g,float b); CCNode* m_parent; char goodsnamestr[100]; }; #endif
GoodDropEffects.ccp文件:
#include "GoodDropEffects.h" #include "SimpleAudioEngine.h" #include "Characters/Robot.h" #include "Equipment/crystal.h" #include "Equipment/EquipBase.h" #include "Common/EnterStageDataExchange.h" using namespace CocosDenshion; void GoodsTail::draw() { onDraw(); //CCNode::draw(); } void GoodsTail::tempfunc(float x1,float &y4) { if(y1-y2==0) { x3=x4=x2; if(x2==x1) { y3=y2; y4=y2; return ; } else if(x2>x1) { d=-fabsf(d); } else d=fabsf(d); y3=y2-d; y4=y2+d; return ; } float k=0; if(x1-x2==0) { k=0; } else { k=-(x1-x2)/(y1-y2); } if(y2>y1) { d=fabsf(d); } else d=-fabsf(d); { x3=-d/sqrt(k*k+1)+x2; y3=-k*d/sqrt(k*k+1)+y2; x4=d/sqrt(k*k+1)+x2; y4=k*d/sqrt(k*k+1)+y2; } } void GoodsTail::onDraw() { float d=0; for(int i=0;i<20;++i) { trackpt[i].Position[0]=trackpt[i+1].Position[0]; trackpt[i].Position[1]=trackpt[i+1].Position[1]; } CCPoint pos; if(target==0) pos=getPosition(); else pos=target->getPosition(); trackpt[20].Position[0]=pos.x; trackpt[20].Position[1]=pos.y; float maxdis=ccpDistance(CCPoint(trackpt[0].Position[0],trackpt[0].Position[1]),CCPoint(trackpt[20].Position[0],trackpt[20].Position[1])); maxdis=20; std::vector<Vertex> ttt; tiarr.clear(); for(int i=0;i<=20;++i) { if(d==0) { ttt.push_back(trackpt[i]); } else { float x3,y3,x4,y4; if(trackpt[i].Position[0]==trackpt[20].Position[0]) { d=0; } tempfunc(trackpt[i-1].Position[0],trackpt[i-1].Position[1],trackpt[i].Position[0],trackpt[i].Position[1],d,x3,y4); Vertex vt1={{x3,0},{color.x,color.y,color.z,{1,0}}; Vertex vt2={{x4,y4,0}}; if(trackpt[i].Position[0]==trackpt[20].Position[0]) { vt1.Color[3]=0; vt2.Color[3]=0; } trackpt[i].Color[0]=color.x; trackpt[i].Color[1]=color.y; trackpt[i].Color[2]=color.z; ttt.push_back(vt1); ttt.push_back(trackpt[i]); ttt.push_back(vt2); if(i-1==0) { tiarr.push_back(0); tiarr.push_back(1); tiarr.push_back(2); tiarr.push_back(0); tiarr.push_back(2); tiarr.push_back(3); } else { int imax=3*i; tiarr.push_back(imax-4); tiarr.push_back(imax-3); tiarr.push_back(imax-1); tiarr.push_back(imax-3); tiarr.push_back(imax-1); tiarr.push_back(imax); tiarr.push_back(imax-4); tiarr.push_back(imax-5); tiarr.push_back(imax-2); tiarr.push_back(imax-4); tiarr.push_back(imax-2); tiarr.push_back(imax-1); } } /*if(i>13) d-=((float)i-13+1)*maxdis*0.001; else*/ d+=((float)i+1)*maxdis*0.001; } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); CCGLProgram* pg=CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionColor); pg->use(); pg->setUniformsForBuiltins(); glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*ttt.size(),ttt.data(),GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*tiarr.size(),tiarr.data(),GL_STATIC_DRAW); GLint _positionLocation = glGetAttribLocation(pg->getProgram(),"a_position"); GLint _colorLocation = glGetAttribLocation(pg->getProgram(),"a_color"); glEnableVertexAttribArray(_positionLocation); glEnableVertexAttribArray(_colorLocation); glVertexAttribPointer(_positionLocation,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position)); glVertexAttribPointer(_colorLocation,4,Color)); glDrawElements(GL_TRIANGLES,tiarr.size(),GL_UNSIGNED_SHORT,0); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); glDisable(GL_DEPTH_TEST); } void GoodsTail::setOrigin(CCPoint pos) { for(int i=0;i<=20;++i){ trackpt[i].Position[0]=pos.x; trackpt[i].Position[1]=pos.y; } //setPosition(pos); } void GoodsTail::setTarget(CCNode* nd) { target=nd; CCPoint pos=target->getPosition(); setOrigin(pos); //nd->addChild(this,-1); } GoodsTail::~GoodsTail() { glDeleteBuffers(1,&vertexBuffer); glDeleteBuffers(1,&indexBuffer); } bool GoodsTail::init() { glGenBuffers( 1,&vertexBuffer ); glGenBuffers( 1,&indexBuffer ); for(int i=0;i<=20;++i){ trackpt[i].Position[0]=0; trackpt[i].Position[1]=0; trackpt[i].Position[2]=0; trackpt[i].Color[0]=0; trackpt[i].Color[1]=0; trackpt[i].Color[2]=1; trackpt[i].Color[3]=(float)i/30.0; //if(i==20) trackpt[i].Color[3]=0; trackpt[i].TexCoord[0]=0; trackpt[i].TexCoord[1]=0; } color=Vec3(0,1,1); target=0; return true; } GoodDropEffects::GoodDropEffects() { m_GoodsSp=NULL; } GoodDropEffects::~GoodDropEffects() { if(m_GoodsSp) m_GoodsSp->removeAllChildrenWithCleanup(true); for(int i=0;i<4;++i) { if(tail[i]) tail[i]->removeFromParentAndCleanup(true); } for(int j=0;j<4;j++) { if(lspr[j]) { lspr[j]->setVisible(false); //lspr[j]->removeFromParentAndCleanup(true); } } ps[0]->removeFromParentAndCleanup(true); } void GoodDropEffects::PlayEffect(CCPoint src,CCPoint dst) { CCSize s = CCDirector::sharedDirector()->getWinSize(); if(m_sides==1) { //CCSprite *m_GoodsDrop_R=(CCSprite*)getTag() // CCMenu *menu=(CCMenu*)this->getChildByTag(111); m_GoodsSp->setVisible(true); //m_GoodsDrop_R->setScaleX(0.6); float sx=m_GoodsSp->getPositionX(); float sy=m_GoodsSp->getPositionY(); m_GoodsSp->setAnchorPoint(ccp(0.5,0.5)); sx=m_pos.x,sy=m_pos.y; long rand_dir=random_range(1,2); rand_dir=1; if(rand_dir==1) { long posxmax=random_range(200,280); //抛物线轨迹 ccBezierConfig bezier1; bezier1.controlPoint_1 = ccp(sx+50,sy+100); bezier1.controlPoint_2 = ccp(sx+150,sy+250); bezier1.endPosition = ccp(sx+posxmax,sy+30); CCActionInterval* bezierTo1 = CCBezierTo::create(0.5f,bezier1); CCActionInterval* bezierTo1_ease_in1 = CCEaseIn::create(bezierTo1,6.5); CCRotateBy *rotate1=CCRotateBy::create(0.4f,720); CCFiniteTimeAction* seq_action=CCSequence::create(CCSpawn::create(bezierTo1,rotate1,NULL),CCDelayTime::create(0.3),//CCCallFunc::create(this,callfunc_selector(GameLogic::Weapons_DropGuangxiao_R)),NULL); m_GoodsSp->runAction(seq_action); } } if(m_sides==0) { m_GoodsSp->setVisible(true); float sx=m_GoodsSp->getPositionX(); float sy=m_GoodsSp->getPositionY(); m_GoodsSp->setAnchorPoint(ccp(0.5,0.5)); sx=480-60,sy=250; sx=m_pos.x,2); rand_dir=2; if(rand_dir==2) { long posxmax=random_range(200,280); ccBezierConfig bezier2; bezier2.controlPoint_1 = ccp(sx-50,sy+100); bezier2.controlPoint_2 = ccp(sx-150,sy+250); bezier2.endPosition = ccp(sx-posxmax,sy+30); CCActionInterval* bezierTo2 = CCBezierTo::create(0.5f,bezier2); CCActionInterval* bezierTo1_ease_in2 = CCEaseIn::create(bezierTo2,3.5); CCRotateBy *rotate2=CCRotateBy::create(0.4f,-720); CCFiniteTimeAction* seq_action2=CCSequence::create(CCSpawn::create(bezierTo2,rotate2,callfunc_selector(GameLogic::Weapons_DropGuangxiao_L)),NULL); m_GoodsSp->runAction(seq_action2); m_GoodsSp->setRotation(-90); } } scheduleOnce(schedule_selector(GoodDropEffects::AbsorbEffect),1.5); } void GoodDropEffects::AbsorbEffect(float dt) { if(m_sides==1) { if(m_GoodsSp) m_GoodsSp->setVisible(true); // m_GoodsDrop_R->setScaleX(0.6); float sx=m_GoodsSp->getPositionX(); float sy=m_GoodsSp->getPositionY(); m_GoodsSp->setAnchorPoint(ccp(0.5,0.5)); long rand_dir=random_range(1,2); rand_dir=1; if(rand_dir==1) { //sx=480+60; // sy=270; //抛物线轨迹 ccBezierConfig bezier1; bezier1.controlPoint_1 = ccp(sx,sy); bezier1.controlPoint_2 = ccp(sx-130,sy+80); bezier1.endPosition = ccp(480,250); CCActionInterval* bezierTo1 = CCBezierTo::create(0.4f,6.5); CCRotateBy *rotate1=CCRotateBy::create(0.26f,-1440); CCFiniteTimeAction* seq_action=CCSequence::create(CCSpawn::create(bezierTo1,CCScaleTo::create(0.4,0.1),CCHide::create(),NULL); m_GoodsSp->setScale(0); m_GoodsSp->runAction(seq_action); } } if(m_sides==0) { //CCSprite *GoodsDrop_L=(CCSprite*)pLayer->getChildByTag(100); //GoodsDrop_L->setVisible(true); float sx=m_GoodsSp->getPositionX(); float sy=m_GoodsSp->getPositionY(); m_GoodsSp->setAnchorPoint(ccp(0.5,0.5)); long rand_dir=random_range(1,2); rand_dir=2; if(rand_dir==2) { // sx=480-60; // sy=270; ccBezierConfig bezier2; bezier2.controlPoint_1 = ccp(sx,sy); bezier2.controlPoint_2 = ccp(sx+130,sy+80); bezier2.endPosition = ccp(480,250); CCActionInterval* bezierTo2 = CCBezierTo::create(0.4f,3.5); CCRotateBy *rotate2=CCRotateBy::create(0.26f,-1440); CCFiniteTimeAction* seq_action2=CCSequence::create(CCSpawn::create(bezierTo2,NULL); m_GoodsSp->setScale(0); m_GoodsSp->runAction(seq_action2); m_GoodsSp->setRotation(-90); } } //return ; CCPoint src=m_GoodsSp->getPosition(); CCPoint dst=ccp(480,230); SimpleAudioEngine::sharedEngine()->playEffect("SuckBlood1.ogg"); struct timeval now; gettimeofday(&now,NULL); srand(now.tv_usec+now.tv_sec*1000000); ccBezierConfig bezier; CCPoint pt; bezier.controlPoint_1 = ccp(src.x+20-rand()%200,src.y-rand()%500); bezier.controlPoint_2 = ccp(dst.x-100-rand()%200,dst.y-rand()%150); bezier.endPosition = ccp(dst.x,dst.y); pt=ccp(src.x+rand()%50,src.y+rand()%50); tail[0]->setOrigin(pt); tail[0]->stopAllActions(); //tail[0]->runAction(CCSequence::create(CCDelayTime::create(0.01),CCBezierTo::create(0.4,bezier),CCCallFuncND::create(this,callfuncND_selector(SuckBlood::callback3),(void*)0),0)); lspr[0]->setPosition(pt); lspr[0]->stopAllActions(); lspr[0]->setScale(0.01); lspr[0]->runAction(CCSequence::create(CCDelayTime::create(0.035),CCSpawn::create(CCBezierTo::create(0.65,CCScaleTo::create(0.3,0),0)); tail[0]->setTarget(lspr[0]); bezier.controlPoint_1 = ccp(src.x+40,src.y-rand()%450); bezier.controlPoint_2 = ccp(dst.x,dst.y); pt=ccp(src.x-rand()%50,src.y-rand()%50); tail[1]->setOrigin(pt); tail[1]->stopAllActions(); //tail[1]->runAction(CCSequence::create(CCDelayTime::create(0.055),CCBezierTo::create(0.6,0)); lspr[1]->setPosition(pt); lspr[1]->stopAllActions(); lspr[1]->setScale(0.01); lspr[1]->runAction(CCSequence::create(CCDelayTime::create(0.055),0)); tail[1]->setTarget(lspr[1]); bezier.controlPoint_1 = ccp(src.x+50,src.y+rand()%650); bezier.controlPoint_2 = ccp(dst.x-rand()%100,dst.y+rand()%150); bezier.endPosition = ccp(dst.x,dst.y); pt=ccp(src.x+50,src.y-rand()%40); tail[2]->setOrigin(pt); tail[2]->stopAllActions(); //tail[2]->runAction(CCSequence::create(CCDelayTime::create(0.02),CCBezierTo::create(0.5,0)); lspr[2]->setPosition(pt); lspr[2]->stopAllActions(); lspr[2]->setScale(0.01); lspr[2]->runAction(CCSequence::create(CCDelayTime::create(0.025),0)); tail[2]->setTarget(lspr[2]); bezier.controlPoint_1 = ccp(src.x,src.y+rand()%590); bezier.controlPoint_2 = ccp(dst.x,src.y+rand()%40); tail[3]->setOrigin(pt); tail[3]->stopAllActions(); //tail[3]->runAction(CCSequence::create(CCBezierTo::create(0.3,0)); lspr[3]->setPosition(pt); //lspr[3]->stopAllActions(); lspr[3]->setScale(1); CCRotateBy *rotate1=NULL; if(m_sides==0) rotate1=CCRotateBy::create(0.5f,720); if(m_sides==1) rotate1=CCRotateBy::create(0.5f,-720); lspr[3]->runAction(CCSequence::create(CCSpawn::create(CCBezierTo::create(0.55,0.7),callfuncND_selector(GoodDropEffects::callback3),0)); tail[3]->setTarget(lspr[3]); /* ////////////////////////////// bezier.controlPoint_1 = ccp(src.x+30,src.y+rand()%800); bezier.controlPoint_2 = ccp(dst.x-5-rand()%100,dst.y-100-rand()%170); bezier.endPosition = ccp(dst.x,dst.y); pt=ccp(src.x-rand()%80,src.y+rand()%70); tail[4]->setOrigin(pt); tail[4]->stopAllActions(); //tail[3]->runAction(CCSequence::create(CCBezierTo::create(0.3,0)); lspr[4]->setPosition(pt); //lspr[3]->stopAllActions(); lspr[4]->setScale(0); //lspr[4]->runAction(CCSequence::create(CCSpawn::create(CCBezierTo::create(0.3,0)); lspr[4]->runAction(CCSequence::create(CCDelayTime::create(0.03),CCSpawn::create(CCBezierTo::create(0.55,0)); tail[4]->setTarget(lspr[4]); lspr[4]->setScale(0.01f); bezier.controlPoint_1 = ccp(src.x+60,src.y+rand()%600); bezier.controlPoint_2 = ccp(dst.x-rand()%300,dst.y-200-rand()%230); bezier.endPosition = ccp(dst.x,src.y+rand()%30); tail[5]->setOrigin(pt); tail[5]->stopAllActions(); //tail[3]->runAction(CCSequence::create(CCBezierTo::create(0.3,0)); lspr[5]->setPosition(pt); //lspr[3]->stopAllActions(); lspr[5]->setScale(0.01); //lspr[5]->runAction(CCSequence::create(CCSpawn::create(CCBezierTo::create(0.3,0)); lspr[5]->runAction(CCSequence::create(CCDelayTime::create(0.04),CCScaleTo::create(0.35,0)); tail[5]->setTarget(lspr[5]); */ } void GoodDropEffects::callback3(CCNode* sender,void* data) { int param=(int)data; ps[0]->resetSystem(); ps[0]->setPosition(ccp(480,240)); } bool GoodDropEffects::init(CCNode* parent,CCPoint pos) { m_parent=parent; float rgb_tail=255.0; m_sides=side; m_pos=pos; long type=droptype; long goods_color=2; sprintf(goodsnamestr,"Image/gem/red/red_yuan.png"); if(kinds==0)//宝石 { if(color==0) //红宝石 { if(droptype==CRYSTAL_LEVEL_ROUGH) { sprintf(goodsnamestr,"Image/gem/red/red_yuan.png"); } if(droptype==CRYSTAL_LEVEL_STAINLESS) { sprintf(goodsnamestr,"Image/gem/red/red_wuxia.png"); } if(droptype==CRYSTAL_LEVEL_PERFECT) { sprintf(goodsnamestr,"Image/gem/red/red_perfect.png"); } InitTail(255/rgb_tail,20/rgb_tail,30/rgb_tail); } if(color==1) //绿色 { if(droptype==CRYSTAL_LEVEL_ROUGH) { sprintf(goodsnamestr,"Image/gem/green/green_yuan.png"); } if(droptype==CRYSTAL_LEVEL_STAINLESS) { sprintf(goodsnamestr,"Image/gem/green/green_wuxia.png"); } if(droptype==CRYSTAL_LEVEL_PERFECT) { sprintf(goodsnamestr,"Image/gem/green/green_perfect.png"); } InitTail(20/rgb_tail,200/rgb_tail,30/rgb_tail); } if(color==2)//紫色 { if(droptype==CRYSTAL_LEVEL_ROUGH) { sprintf(goodsnamestr,"Image/gem/purple/purple_yuan.png"); } if(droptype==CRYSTAL_LEVEL_STAINLESS) { sprintf(goodsnamestr,"Image/gem/purple/purple_wuxia.png"); } if(droptype==CRYSTAL_LEVEL_PERFECT) { sprintf(goodsnamestr,"Image/gem/purple/purple_perfect.png"); } InitTail(200/rgb_tail,112/rgb_tail,214/rgb_tail); } if(color==3)//黄色 { if(droptype==CRYSTAL_LEVEL_ROUGH) { sprintf(goodsnamestr,"Image/gem/yellow/yellow_yuan.png"); } if(droptype==CRYSTAL_LEVEL_STAINLESS) { sprintf(goodsnamestr,"Image/gem/yellow/yellow_wuxia.png"); } if(droptype==CRYSTAL_LEVEL_PERFECT) { sprintf(goodsnamestr,"Image/gem/yellow/yellow_perfect.png"); } } InitTail(250/rgb_tail,250/rgb_tail,10/rgb_tail); } if(kinds==1)//装备 { char chastr[64]; if(EnterStageDataExchange::getInstance()->m_chaID==1)//苏文 { sprintf(chastr,"Image/goodsdropui/suwen"); } if(EnterStageDataExchange::getInstance()->m_chaID==2)//卡卡西 { sprintf(chastr,"Image/goodsdropui/kaka"); } if(EnterStageDataExchange::getInstance()->m_chaID==3)//女忍者 { sprintf(chastr,"Image/goodsdropui/nvrenzhe"); } if(EnterStageDataExchange::getInstance()->m_chaID==4)//李小龙 { sprintf(chastr,"Image/goodsdropui/bluce_lee"); } if(droptype==kGoodsArmor) { if(color==1) //灰白色 // sprintf(goodsnamestr,%s"Image/Goods/armor/white_armor.png"); sprintf(goodsnamestr,"%s/armor/white_armor.png",chastr); if(color==2) //蓝色 // sprintf(goodsnamestr,"Image/Goods/armor/blue_armor.png"); sprintf(goodsnamestr,"%s/armor/blue_armor.png",chastr); if(color==3) //金色 // sprintf(goodsnamestr,"Image/Goods/armor/gold_armor.png"); sprintf(goodsnamestr,"%s/armor/gold_armor.png",chastr); if(color==4) //橙色 //sprintf(goodsnamestr,"Image/Goods/armor/orange_armor.png"); sprintf(goodsnamestr,"%s/armor/orange_armor.png",chastr); if(color==5) //红色 //sprintf(goodsnamestr,"Image/Goods/armor/red_armor.png"); sprintf(goodsnamestr,"%s/armor/red_armor.png",chastr); } if(droptype==kGoodsWeapon) //装备 { if(color==1) //灰白色 // sprintf(goodsnamestr,"Image/Goods/equip/white_equip.png"); sprintf(goodsnamestr,"%s/equip/white_equip.png","Image/Goods/equip/blue_equip.png"); sprintf(goodsnamestr,"%s/equip/blue_equip.png",chastr); if(color==3) //金色 //sprintf(goodsnamestr,"Image/Goods/equip/gold_equip.png"); sprintf(goodsnamestr,"%s/equip/gold_equip.png","Image/Goods/equip/orange_equip.png"); sprintf(goodsnamestr,"Image/Goods/equip/red_equip.png"); sprintf(goodsnamestr,chastr); } if(droptype==kGoodsJewelry) { if(color==1) //灰白色 // sprintf(goodsnamestr,"Image/Goods/jewelry/white_jewelry.png"); sprintf(goodsnamestr,"%s/jewelry/white_jewelry.png",chastr); if(color==2) //蓝色 //sprintf(goodsnamestr,"Image/Goods/jewelry/blue_jewelry.png"); sprintf(goodsnamestr,"%s/jewelry/blue_jewelry.png","Image/Goods/jewelry/gold_jewelry.png"); sprintf(goodsnamestr,"%s/jewelry/gold_jewelry.png","Image/Goods/jewelry/orange_jewelry.png"); sprintf(goodsnamestr,"%s/jewelry/orange_jewelry.png",chastr); if(color==5) //红色 // sprintf(goodsnamestr,"Image/Goods/jewelry/red_jewelry.png"); sprintf(goodsnamestr,"%s/jewelry/red_jewelry.png",chastr); } switch(color) { case 1: //灰白色 InitTail(192/rgb_tail,192/rgb_tail,192/rgb_tail); break; case 2://蓝色 InitTail(25/rgb_tail,25/rgb_tail,112/rgb_tail); break; case 3://金色 InitTail(38/rgb_tail,180/rgb_tail,20/rgb_tail); break; case 4: //橙色 InitTail(227/rgb_tail,207/rgb_tail,87/rgb_tail); break; case 5://红色 InitTail(259/rgb_tail,99/rgb_tail,71/rgb_tail); break; default: break; } } //if(droptype==kGoodsArmor) if(1) { if(side==1) { m_GoodsSp=CCSprite::create(goodsnamestr); m_GoodsSp->setPosition(pos); // m_weapon_R->setRotation(-110); parent->addChild(m_GoodsSp,100); m_GoodsSp->setScaleX(1.0); } if(side==0) { m_GoodsSp=CCSprite::create(goodsnamestr); m_GoodsSp->setPosition(pos); // m_weapon_L->setRotation(-110); parent->addChild(m_GoodsSp,101); // m_weapon_L->setScaleX(0.6); m_GoodsSp->setScaleX(-1.0); } } return true; } void GoodDropEffects::InitTail(float r,float b) { for(int i=0;i<4;++i) { float rgb_tail=255.0; tail[i]=GoodsTail::create(); tail[i]->color=Vec3(r,g,b); m_parent->addChild(tail[i],100); lspr[i]=CCSprite::create(goodsnamestr); lspr[i]->setPosition(ccp(-1000,-1000)); m_parent->addChild(lspr[i],100); } ps[0]=CCParticleSystemQuad::create("k17.plist"); ps[0]->setPosition(-1000,-1000); m_parent->addChild(ps[0],100); }