cocos creator 小遊戲區域截圖功能實現

截圖是遊戲中很是常見的一個功能,在cocos中能夠經過攝像機和 RenderTexture 能夠快速實現一個截圖功能,具體API可參考:https://docs.cocos.com/creator/manual/zh/render/camera.html?h=%E6%88%AA%E5%9B%BE,其中官方也提供了比較完整的例子。javascript

實際上不用官網提供的全屏截圖的例子,通常在網頁中咱們也能將頁面截圖保存,好比經過htmltocanvas,cocos開發的小遊戲在網頁中打開實際就是一個canvas,前端是能夠經過將canvas保存爲圖片的,這裏就不細說了。html

咱們仍是來看下如何把屏幕中某一區域的內容生成圖片並保存到本地。前端

一、建立RenderTexturejava

//新建一個 RenderTexture,而且設置 camera 的 targetTexture 爲新建的 RenderTexture,這樣 camera 的內容將會渲染到新建的 RenderTexture 中。
let texture = new cc.RenderTexture();
let gl = cc.game._renderContext;
//若是截圖中不含mask組件能夠不加第三個參數,不過建議加上 texture.initWithSize(this.node.width, this.node.height, gl.STENCIL_INDEX8);//這裏的寬高直接決定了截圖的寬高,若是是全屏截圖就是cc.visibleRect.width, cc.visibleRect.height,該處能夠設置爲截圖目標區域的寬高
this.camera = this.node.addComponent(cc.Camera); this.camera.targetTexture = texture; this.texture = texture;

 二、繪製canvasnode

createSprite() { let width = this.texture.width; let height = this.texture.height;
     //截圖的本質是建立一個canvas,而後經過canvas生成圖片材質
if (!this._canvas) { this._canvas = document.createElement('canvas'); this._canvas.width = width; this._canvas.height = height; } else { this.clearCanvas(); } let ctx = this._canvas.getContext('2d'); this.camera.render();//相機繪製,將屏幕上的內容更新到renderTexture中 let data = this.texture.readPixels();//讀取renderTexture中的數據 let rowBytes = width * 4; for (let row = 0; row < height; row++) { let srow = height - 1 - row; let imageData = ctx.createImageData(width, 1); let start = srow * width * 4; for (let i = 0; i < rowBytes; i++) { imageData.data[i] = data[start + i]; } ctx.putImageData(imageData, 0, row); } return this._canvas; },

上述代碼中用到了canvas 的createImageData() 和putImageData()方法,createImageData() 方法建立新的空白 ImageData 對象,putImageData() 方法將圖像數據(從指定的 ImageData 對象)放回畫布上。chrome

三、獲取圖片canvas

initImage(img) {
        // return the type and dataUrl
        var dataURL = this._canvas.toDataURL("image/png");
        var img = document.createElement("img");
        img.src = dataURL;
        return img;
},

生成canvas就能夠經過canvas.toDataURL()方法將canvas轉換爲圖片網絡

四、生成截圖效果,將上一步生成的圖片當作材質掛載到新建的nodeapp

showSprite(img) {
        let y = this.getTargetArea().y;
        let x = this.getTargetArea().x;
        let rect = new cc.Rect(x, y, 770, 800)
        let texture = new cc.Texture2D();
        texture.initWithElement(img);

        let spriteFrame = new cc.SpriteFrame();
        spriteFrame.setTexture(texture);
        spriteFrame.setRect(rect)

        let node = new cc.Node();
        let sprite = node.addComponent(cc.Sprite);
        sprite.spriteFrame = spriteFrame;

        node.zIndex = cc.macro.MAX_ZINDEX;
        node.parent = cc.director.getScene();
        // set position
        let width = cc.winSize.width;
        let height = cc.winSize.height;
        node.x = width / 2;
        node.y = height / 2;
        node.on(cc.Node.EventType.TOUCH_START, () => {
            node.parent = null;
            node.destroy();
        });
        this.captureAction(node, width, height);
    },

五、截圖動畫(相似手機截圖,截圖後有個縮略圖動畫)動畫

captureAction(capture, width, height) {
        let scaleAction = cc.scaleTo(1, 0.3);
        let targetPos = cc.v2(width - width / 6, height / 4);
        let moveAction = cc.moveTo(1, targetPos);
        let spawn = cc.spawn(scaleAction, moveAction);

        let finished = cc.callFunc(() => {
            capture.destroy();
        })
        let action = cc.sequence(spawn, finished);
        capture.runAction(action);
    },

六、下載圖片到本地,動態生成a標籤,模擬點擊後移除

downloadImg() {
        this.createSprite();
        var img = this.initImage();
        this.showSprite(img)
        var dataURL = this._canvas.toDataURL("image/png")
        var a = document.createElement("a")
        a.href = dataURL;
        a.download = "image";
        document.body.appendChild(a);
        a.click();
        document.body.removeChild(a);
    },

 完整代碼以下:

cc.Class({
    extends: cc.Component,

    properties: {
        _canvas: null,
        targetNode: cc.Node
    },
    onLoad() {
        this.init();
    },

    init() {
        let texture = new cc.RenderTexture();
        let gl = cc.game._renderContext;
        texture.initWithSize(this.node.width, this.node.height, gl.STENCIL_INDEX8);
        this.camera = this.node.addComponent(cc.Camera);
        this.camera.targetTexture = texture;
        this.texture = texture;
    },
    // create the img element
    initImage(img) {
        // return the type and dataUrl
        var dataURL = this._canvas.toDataURL("image/png");
        var img = document.createElement("img");
        img.src = dataURL;
        return img;
    },
    // create the canvas and context, filpY the image Data
    createSprite() {
        let width = this.texture.width;
        let height = this.texture.height;
        if (!this._canvas) {
            this._canvas = document.createElement('canvas');
            this._canvas.width = width;
            this._canvas.height = height;
        } else {
            this.clearCanvas();
        }
        let ctx = this._canvas.getContext('2d');
        this.camera.render();
        let data = this.texture.readPixels();
        // write the render data
        let rowBytes = width * 4;
        for (let row = 0; row < height; row++) {
            let srow = height - 1 - row;
            let imageData = ctx.createImageData(width, 1);
            let start = srow * width * 4;
            for (let i = 0; i < rowBytes; i++) {
                imageData.data[i] = data[start + i];
            }

            ctx.putImageData(imageData, 0, row);
        }
        return this._canvas;
    },
    getTargetArea() {
        let targetPos = this.targetNode.convertToWorldSpaceAR(cc.v2(0, 0))
        let y = cc.winSize.height - targetPos.y - this.targetNode.height / 2;
        let x = cc.winSize.width - targetPos.x - this.targetNode.width / 2;
        return {
            x,
            y
        }
    },
    downloadImg() {
        this.createSprite();
        var img = this.initImage();
        this.showSprite(img)
        var dataURL = this._canvas.toDataURL("image/png")
        var a = document.createElement("a")
        a.href = dataURL;
        a.download = "image";
        document.body.appendChild(a);
        a.click();
        document.body.removeChild(a);
    },
    // show on the canvas
    showSprite(img) {
        let y = this.getTargetArea().y;
        let x = this.getTargetArea().x;
        let rect = new cc.Rect(x, y, 770, 800)
        let texture = new cc.Texture2D();
        texture.initWithElement(img);

        let spriteFrame = new cc.SpriteFrame();
        spriteFrame.setTexture(texture);
        spriteFrame.setRect(rect)

        let node = new cc.Node();
        let sprite = node.addComponent(cc.Sprite);
        sprite.spriteFrame = spriteFrame;

        node.zIndex = cc.macro.MAX_ZINDEX;
        node.parent = cc.director.getScene();
        // set position
        let width = cc.winSize.width;
        let height = cc.winSize.height;
        node.x = width / 2;
        node.y = height / 2;
        node.on(cc.Node.EventType.TOUCH_START, () => {
            node.parent = null;
            node.destroy();
        });
        this.captureAction(node, width, height);
    },
    // sprite action
    captureAction(capture, width, height) {
        let scaleAction = cc.scaleTo(1, 0.3);
        let targetPos = cc.v2(width - width / 6, height / 4);
        let moveAction = cc.moveTo(1, targetPos);
        let spawn = cc.spawn(scaleAction, moveAction);

        let finished = cc.callFunc(() => {
            capture.destroy();
        })
        let action = cc.sequence(spawn, finished);
        capture.runAction(action);
    },

    clearCanvas() {
        let ctx = this._canvas.getContext('2d');
        ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
    }
});

 

 

 

網絡釋義
RenderTexture: 渲染紋理

原文出處:https://www.cnblogs.com/hutuzhu/p/11234136.html

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