cocos2dx 关于拖影(类似dnf传承武器的拖尾效果)的快速实现

前端之家收集整理的这篇文章主要介绍了cocos2dx 关于拖影(类似dnf传承武器的拖尾效果)的快速实现前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

序:

当初看到dnf 中有些 拖影的效果,感觉很炫,所以到后面自己做游戏的时候自然的就想到了 那种炫 的拖尾效果~, 于是 我就想 要将效果 的实现写下来,以后 自己做游戏 也可以 用的了啊~~~~, 希望 对大家 有 的用处 ,哈哈~

正文:

先来一张效果图~。


就是 蓝色 的 影子了,直观的看就是几张尾巴的图片坐标不同,透明度不一样,可能还有旋转的角度,是否翻转了。

一般的做法,可能会想到多建立几个精灵对象,然后跟着目标走,每一个精灵逐渐改变透明度等等,没错这是直接的 实现,虽然可以 达到目的,但是仔细想想 会很麻烦,而且不利于通用到每一个 游戏中。

下面说说实现的另一种方法~~

gl贴图,用4个点表示然后映射纹理坐标,想要几个尾巴就 对应的多建立几个顶点 了。每一组顶点要对应的改变属性,透明度这里用透明通道改变,翻转就是交换左右或者上下顶点的位置,旋转只要跟随目标的 旋转度就行了,基本上计算就不复杂了。

下面就直接贴出完整代码.(3.x版本,2.x需要适当做些修改)

//SmariShadow.h

#ifndef __SMRITISHADOW_H__
#define __SMRITISHADOW_H__
#include "cocos2d.h"
#include "global.h"
USING_NS_CC;




class SmritiShadow:public Node
{
public:
@H_403_36@~SmritiShadow();
@H_403_36@void draw(Renderer *renderer,const Mat4 &transform,uint32_t flags);
CREATE_FUNC(SmritiShadow)
@H_403_36@bool init();
@H_403_36@void onDraw();

//设置跟随目标,spr就是跟随的对象,tex尾巴的纹理,如果为null,那么就给出第三个参数精灵帧。
@H_403_36@void setTarget(Sprite* spr,Texture2D* tex,SpriteFrame *sf=0);

//因为用到了自定义shader,所以这里写个重置shader程序的函数,以便在程序切换前台的时候恢复。
@H_403_36@static void reset();
@H_403_36@static GLProgram* pg;
@H_403_36@Sprite* target;
@H_403_36@Texture2D *texture2d;
@H_403_36@Size srcsz;
@H_403_36@CustomCommand _customCommand;
@H_403_36@Vertex *Vertices;
@H_403_36@long pretime;
@H_403_36@int arrcount;
@H_403_36@GLuint vertexBuffer;
@H_403_36@GLuint indexBuffer;


};


#endif

//SmariShadow.cpp

#include "SmritiShadow.h"

GLProgram* SmritiShadow::pg=0;
void SmritiShadow::draw(Renderer *renderer,uint32_t flags)
{
@H_403_36@_customCommand.init(_globalZOrder);
@H_403_36@_customCommand.func = CC_CALLBACK_0(SmritiShadow::onDraw,this);
@H_403_36@renderer->addCommand(&_customCommand);
}
void SmritiShadow::onDraw()
{
@H_403_36@struct timeval tv;
@H_403_36@gettimeofday(&tv,NULL);
@H_403_36@long ct=tv.tv_sec*1000000+tv.tv_usec;

//如果想改变尾巴的长度,请改写下面的50000~
@H_403_36@if(ct-pretime>50000)
@H_403_36@{
@H_403_36@pretime=ct;
@H_403_36@arrcount=0;
@H_403_36@for(int i=0;i<20;i+=4)
@H_403_36@{
@H_403_36@Vertices[i].Position[0]=Vertices[i+4].Position[0];
@H_403_36@Vertices[i].Position[1]=Vertices[i+4].Position[1];
@H_403_36@Vertices[i+1].Position[0]=Vertices[i+5].Position[0];
@H_403_36@Vertices[i+1].Position[1]=Vertices[i+5].Position[1];
@H_403_36@Vertices[i+2].Position[0]=Vertices[i+6].Position[0];
@H_403_36@Vertices[i+2].Position[1]=Vertices[i+6].Position[1];
@H_403_36@Vertices[i+3].Position[0]=Vertices[i+7].Position[0];
@H_403_36@Vertices[i+3].Position[1]=Vertices[i+7].Position[1];
@H_403_36@}
@H_403_36@Size sz=srcsz;
@H_403_36@Vec2 pos=target->getPosition();
@H_403_36@Vec2 midp=pos;
@H_403_36@Size sz1=target->getContentSize();
@H_403_36@bool bfx=target->isFlippedX();
@H_403_36@bool bfy=target->isFlippedY();
@H_403_36@Vec2 ap=target->getAnchorPoint();
@H_403_36@float rad=CC_DEGREES_TO_RADIANS(target->getRotation());
@H_403_36@pos.x-=sz1.width*ap.x;
@H_403_36@pos.y-=sz1.height*ap.y;
@H_403_36@float s=sin(-rad);
@H_403_36@float c=cos(-rad);
@H_403_36@Vertices[20].Position[0]=c*pos.x-s*pos.y+(1-c)*midp.x+s*midp.y;
@H_403_36@Vertices[20].Position[1]=s*pos.x+c*pos.y-s*midp.x+(1-c)*midp.y;
@H_403_36@Vertices[21].Position[0]=c*(pos.x+sz.width)-s*pos.y+(1-c)*midp.x+s*midp.y;
@H_403_36@Vertices[21].Position[1]=s*(pos.x+sz.width)+c*pos.y-s*midp.x+(1-c)*midp.y;
@H_403_36@Vertices[22].Position[0]=c*pos.x-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y;
@H_403_36@Vertices[22].Position[1]=s*pos.x+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y;
@H_403_36@Vertices[23].Position[0]=c*(pos.x+sz.width)-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y;
@H_403_36@Vertices[23].Position[1]=s*(pos.x+sz.width)+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y;
@H_403_36@float tempx=0,tempy=0;
@H_403_36@if(bfx)
@H_403_36@{
@H_403_36@tempx=Vertices[20].Position[0];
@H_403_36@tempy=Vertices[20].Position[1];
@H_403_36@Vertices[20].Position[0]=Vertices[21].Position[0];
@H_403_36@Vertices[20].Position[1]=Vertices[21].Position[1];
@H_403_36@Vertices[21].Position[0]=tempx;
@H_403_36@Vertices[21].Position[1]=tempy;
@H_403_36@tempx=Vertices[22].Position[0];
@H_403_36@tempy=Vertices[22].Position[1];
@H_403_36@Vertices[22].Position[0]=Vertices[23].Position[0];
@H_403_36@Vertices[22].Position[1]=Vertices[23].Position[1];
@H_403_36@Vertices[23].Position[0]=tempx;
@H_403_36@Vertices[23].Position[1]=tempy;
@H_403_36@}
@H_403_36@if(bfy)
@H_403_36@{
@H_403_36@tempx=Vertices[20].Position[0];
@H_403_36@tempy=Vertices[20].Position[1];
@H_403_36@Vertices[20].Position[0]=Vertices[22].Position[0];
@H_403_36@Vertices[20].Position[1]=Vertices[22].Position[1];
@H_403_36@Vertices[22].Position[0]=tempx;
@H_403_36@Vertices[22].Position[1]=tempy;
@H_403_36@tempx=Vertices[21].Position[0];
@H_403_36@tempy=Vertices[21].Position[1];
@H_403_36@Vertices[21].Position[0]=Vertices[23].Position[0];
@H_403_36@Vertices[21].Position[1]=Vertices[23].Position[1];
@H_403_36@Vertices[23].Position[0]=tempx;
@H_403_36@Vertices[23].Position[1]=tempy;
@H_403_36@}
@H_403_36@for(int i=16;i>=0;i-=4)
@H_403_36@{
@H_403_36@if(Vertices[i].Position[0]==Vertices[20].Position[0])
@H_403_36@{
@H_403_36@arrcount+=1;
@H_403_36@}
@H_403_36@}
@H_403_36@}
@H_403_36@
@H_403_36@glEnable(GL_BLEND);
@H_403_36@BlendFunc bf=BlendFunc::ALPHA_NON_PREMULTIPLIED;
@H_403_36@glBlendFunc(GL_ONE,GL_ONE);
@H_403_36@glEnable(GL_DEPTH_TEST);
@H_403_36@glDepthFunc(GL_LEQUAL);
@H_403_36@pg->use();
@H_403_36@pg->setUniformsForBuiltins();
@H_403_36@
@H_403_36@GLushort iarr[]={0,1,2,3,
@H_403_36@0+4,1+4,2+4,3+4,
@H_403_36@0+8,1+8,2+8,3+8,
@H_403_36@0+12,1+12,2+12,3+12,
@H_403_36@0+16,1+16,2+16,3+16};
@H_403_36@glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer);
@H_403_36@glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*20,Vertices,GL_STATIC_DRAW);
@H_403_36@glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer);
@H_403_36@glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(iarr),iarr,GL_STATIC_DRAW);


@H_403_36@GLint _positionLocation = glGetAttribLocation(pg->getProgram(),"a_position");
@H_403_36@GLint _colorLocation = glGetAttribLocation(pg->getProgram(),"a_color");
@H_403_36@GLint _textureLocation = glGetAttribLocation(pg->getProgram(),"a_texCoord");
@H_403_36@GLint _textureUniform = glGetUniformLocation(pg->getProgram(),"CC_Texture0");


@H_403_36@glEnableVertexAttribArray(_positionLocation);
@H_403_36@glEnableVertexAttribArray(_colorLocation);
@H_403_36@glEnableVertexAttribArray(_textureLocation);


@H_403_36@glVertexAttribPointer(_positionLocation,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position));


@H_403_36@glVertexAttribPointer(_colorLocation,4,Color));


@H_403_36@glVertexAttribPointer(_textureLocation,
@H_403_36@(GLvoid*)offsetof(Vertex,TexCoord));
@H_403_36@GL::bindTexture2DN(0,texture2d->getName());
@H_403_36@glUniform1i(_textureUniform,0);
@H_403_36@glDrawElements(GL_TRIANGLES,sizeof(iarr)/sizeof(GLushort)-arrcount*6,GL_UNSIGNED_SHORT,0);
@H_403_36@glDisable(GL_DEPTH_TEST);
@H_403_36@glBlendFunc(bf.src,bf.dst);
@H_403_36@glEnable(GL_DEPTH_TEST);
@H_403_36@glBindBuffer(GL_ARRAY_BUFFER,0);
}
SmritiShadow::~SmritiShadow()
{
@H_403_36@glDeleteBuffers(1,&vertexBuffer);
@H_403_36@glDeleteBuffers(1,&indexBuffer);
@H_403_36@delete[] Vertices;
}
void SmritiShadow::setTarget(Sprite* spr,SpriteFrame *sf)
{
@H_403_36@target=spr;
@H_403_36@Rect texrc;
@H_403_36@if(sf!=0)
@H_403_36@{
@H_403_36@texture2d=sf->getTexture();
@H_403_36@Rect rc=sf->getRectInPixels();
@H_403_36@Size dd=texture2d->getContentSize();
@H_403_36@texrc=Rect(rc.origin.x/dd.width,rc.origin.y/dd.height,
@H_403_36@(rc.origin.x+rc.size.width)/dd.width,(rc.origin.y+rc.size.height)/dd.height);
@H_403_36@srcsz=sf->getRectInPixels().size;
@H_403_36@}
@H_403_36@else
@H_403_36@{
@H_403_36@ texture2d=tex;
@H_403_36@texrc=Rect(0,1);
@H_403_36@srcsz=texture2d->getContentSize();
@H_403_36@}
@H_403_36@Size sz=srcsz;
@H_403_36@Size sz1=spr->getContentSize();
@H_403_36@Vec2 pos=spr->getPosition();
@H_403_36@CCPoint ap=target->getAnchorPoint();
@H_403_36@pos.x-=sz1.width*ap.x;
@H_403_36@pos.y-=sz1.height*ap.y;
@H_403_36@for(int i=0;i<24;i+=4)
@H_403_36@{
@H_403_36@Vertices[i].Position[0]=pos.x;
@H_403_36@Vertices[i].Position[1]=pos.y;
@H_403_36@Vertices[i].Position[2]=0;
@H_403_36@Vertices[i].TexCoord[0]=texrc.origin.x;
@H_403_36@Vertices[i].TexCoord[1]=texrc.size.height;
@H_403_36@Vertices[i+1].Position[0]=pos.x+sz.width;
@H_403_36@Vertices[i+1].Position[1]=pos.y;
@H_403_36@Vertices[i+1].Position[2]=0;
@H_403_36@Vertices[i+1].TexCoord[0]=texrc.size.width;
@H_403_36@Vertices[i+1].TexCoord[1]=texrc.size.height;
@H_403_36@Vertices[i+2].Position[0]=pos.x;
@H_403_36@Vertices[i+2].Position[1]=pos.y+sz.height;
@H_403_36@Vertices[i+2].Position[2]=0;
@H_403_36@Vertices[i+2].TexCoord[0]=texrc.origin.x;
@H_403_36@Vertices[i+2].TexCoord[1]=texrc.origin.y;
@H_403_36@Vertices[i+3].Position[0]=pos.x+sz.width;
@H_403_36@Vertices[i+3].Position[1]=pos.y+sz.height;
@H_403_36@Vertices[i+3].Position[2]=0;
@H_403_36@Vertices[i+3].TexCoord[0]=texrc.size.width;
@H_403_36@Vertices[i+3].TexCoord[1]=texrc.origin.y;
@H_403_36@}
}
void SmritiShadow::reset()
{
@H_403_36@if(pg==0)
@H_403_36@{
@H_403_36@pg=new CCGLProgram();
@H_403_36@}
@H_403_36@pg->reset();
@H_403_36@pg->initWithVertexShaderByteArray(vertshader,fragshader);
@H_403_36@pg->link();
@H_403_36@pg->updateUniforms();
}
bool SmritiShadow::init()
{
@H_403_36@struct timeval tv;
@H_403_36@gettimeofday(&tv,NULL);
@H_403_36@long ct=tv.tv_sec*1000000+tv.tv_usec;
@H_403_36@pretime=ct;
@H_403_36@arrcount=0;
@H_403_36@Vertices=new Vertex[4*6];
@H_403_36@for(int i=0;i<24;i+=4)
@H_403_36@{
@H_403_36@Vertices[i].Color[3]=0.2*(i/4+1);
@H_403_36@Vertices[i].TexCoord[0]=0;
@H_403_36@Vertices[i].TexCoord[1]=1;
@H_403_36@Vertices[i+1].Color[3]=0.2*(i/4+1);
@H_403_36@Vertices[i+1].TexCoord[0]=1;
@H_403_36@Vertices[i+1].TexCoord[1]=1;
@H_403_36@Vertices[i+2].Color[3]=0.2*(i/4+1);
@H_403_36@Vertices[i+2].TexCoord[0]=0;
@H_403_36@Vertices[i+2].TexCoord[1]=0;
@H_403_36@Vertices[i+3].Color[3]=0.2*(i/4+1);
@H_403_36@Vertices[i+3].TexCoord[0]=1;
@H_403_36@Vertices[i+3].TexCoord[1]=0;
@H_403_36@}
@H_403_36@glGenBuffers( 1,&vertexBuffer );
@H_403_36@glGenBuffers( 1,&indexBuffer );
@H_403_36@texture2d=0;
@H_403_36@target=0;
@H_403_36@if(pg==0)
@H_403_36@{
@H_403_36@pg=new GLProgram();
@H_403_36@pg->initWithVertexShaderByteArray(vertshader,fragshader);
@H_403_36@pg->link();
@H_403_36@pg->updateUniforms();
@H_403_36@}
@H_403_36@return true;
}

用法

SmritiShadow* temp=SmritiShadow::create();

temp->setTarget(obj,tex);//obj跟随对象,tex设置的尾巴纹理。


如果 有 什么 不懂的或者 有啥问题 可以 互相 交流交流~~,end。

原文链接:https://www.f2er.com/cocos2dx/343165.html

猜你在找的Cocos2d-x相关文章