cocos2dx实现刮奖效果

时间:2021-09-13 01:29:17

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。

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local winsize = cc.Director:sharedDirector():getWinSize();
local dataSprite = 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()
 
local pBg = 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();
local layer=cc.Layer:create()
self:addChild(layer, 1000)
layer:addChild(pRTex);
layer:setNodeTouch(handler(self, self.onTouchStart))

鼠标移动代码:

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function shop.erasure(event)
 -- body
 print("erasure: ", event.name)
 --todo
 print("moved")
 local touchPoint = event.pos
 pEarse:setPosition(event.pos.x, event.pos.y);
 -- 设置混合模式
 local blendFunc = { 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:

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void function()
 
{
 
  //test code
  auto aPanelSprite = 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
 
 
 auto pBg = 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();
 
 auto listener = 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);
}
 
bool SpriteEaseBezier::onTouchBegan(Touch *touch, Event *unused_event)
{
 CCLOG("SpriteEaseBezier::onTouchBegan");
 return true;
}
 
void SpriteEaseBezier::onTouchMoved(Touch *touch, Event *unused_event)
{
 auto touchPoint = touch->getLocation();
 pEase->setPosition(touchPoint.x, touchPoint.y);
 
 BlendFunc blendFunc = { 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服务器之家。

原文链接:https://blog.csdn.net/sun___shine/article/details/51351282