說明測試
ErasableLayer是一個可擦除的Layer,可實現相似橡皮擦、刮獎等效果。原理是經過顏色混合實現的。關於顏色混合可查看這篇文章(點擊查看)。this
測試環境:Cocos2d-x v3.三、Cocos2d-x v3.5spa
源碼下載:ErasableLayer.zip.net
源碼code
ErasableLayer.cppblog
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#include "ErasableLayer.h"
ErasableLayer::ErasableLayer() :isErasable_(
true
)
{
}
ErasableLayer::~ErasableLayer()
{
CC_SAFE_RELEASE(layer_);
CC_SAFE_RELEASE(erasa_);
}
ErasableLayer* ErasableLayer::create(
const
char
* layerPath,
const
char
* erasaPath){
CCSprite* layer = CCSprite::create(layerPath);
CCSprite* erasa = CCSprite::create(erasaPath);
ErasableLayer* ret =
new
ErasableLayer;
if
(ret->init(layer, erasa))
{
ret->autorelease();
return
ret;
}
delete
ret;
return
nullptr;
}
ErasableLayer* ErasableLayer::create(Node* layer, Sprite* erasa){
ErasableLayer* ret =
new
ErasableLayer;
if
(ret->init(layer, erasa))
{
ret->autorelease();
return
ret;
}
delete
ret;
return
nullptr;
}
ErasableLayer* ErasableLayer::create(Node* layer,
const
char
* erasaPath){
CCSprite* erasa = CCSprite::create(erasaPath);
ErasableLayer* ret =
new
ErasableLayer;
if
(ret->init(layer, erasa))
{
ret->autorelease();
return
ret;
}
delete
ret;
return
nullptr;
}
ErasableLayer* ErasableLayer::create(
const
char
* layerPath, Sprite* erasa){
CCSprite* layer = CCSprite::create(layerPath);
ErasableLayer* ret =
new
ErasableLayer;
if
(ret->init(layer, erasa))
{
ret->autorelease();
return
ret;
}
delete
ret;
return
nullptr;
}
bool
ErasableLayer::init(Node *layer, Sprite* erasa){
if
(!Layer::init())
{
return
false
;
}
layer_ = layer;
erasa_ = erasa;
layer_->retain();
erasa_->retain();
this
->setContentSize(layer_->getContentSize());
// 設置顏色混合模式
BlendFunc erasaBf = { GL_ZERO, GL_ONE_MINUS_SRC_ALPHA };
//源因子:值爲0,橡皮擦顏色爲透明;目標因子:目標顏色透明度減去源顏色的透明度
erasa_->setBlendFunc(erasaBf);
auto size = layer_->getContentSize();
rt_ = RenderTexture::create(size.width, size.height);
rt_->setAnchorPoint(Vec2(0, 0));
rt_->setPosition(Vec2(size.width/2, size.height/2));
this
->addChild(rt_);
clear();
schedule(CC_SCHEDULE_SELECTOR(ErasableLayer::tick));
// 觸摸事件
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(ErasableLayer::onTouchBegan,
this
);
listener->onTouchMoved = CC_CALLBACK_2(ErasableLayer::onTouchesMoved,
this
);
listener->onTouchEnded = CC_CALLBACK_2(ErasableLayer::onTouchEnded,
this
);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
listener->setSwallowTouches(
false
);
return
true
;
}
void
ErasableLayer::tick(
float
){
if
(!isErasable_)
{
return
;
}
// 設置源顏色alpha值爲最大值,目標顏色alpha值減去源顏色alpha值後就爲0了,混合出來的效果就變透明瞭,這樣就實現了橡皮擦效果了。
erasa_->setOpacity(255);
// 更新RenderTexture
rt_->begin();
// 繪製
erasa_->visit();
rt_->end();
}
void
ErasableLayer::clear(){
layer_->setAnchorPoint(Vec2(0, 0));
layer_->setPosition(Vec2(0, 0));
rt_->begin();
layer_->visit();
rt_->end();
}
void
ErasableLayer::setErasable(
bool
flag){
isErasable_ = flag;
}
bool
ErasableLayer::onTouchBegan(Touch* touch, Event *event)
{
erasa_->setPosition(
this
->convertToNodeSpace(touch->getLocation()));
return
true
;
}
void
ErasableLayer::onTouchesMoved(Touch* touch, Event *event){
erasa_->setPosition(
this
->convertToNodeSpace(touch->getLocation()));
}
void
ErasableLayer::onTouchEnded(Touch* touch, Event *event)
{
erasa_->setPosition(
this
->convertToNodeSpace(touch->getLocation()));
}
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ErasableLayer.h事件
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#ifndef __ERASABLELAYER_H__
#define __ERASABLELAYER_H__
#include "cocos2d.h"
USING_NS_CC;
// 可擦除的Layer
class
ErasableLayer :
public
Layer
{
public
:
// 建立ErasableLayer
//1.遮罩層
//2.橡皮擦(能夠是Sprite或者紋理的路徑)
static
ErasableLayer* create(
const
char
* layerPath,
const
char
* erasaPath);
static
ErasableLayer* create(Node *layer, Sprite* erasa);
static
ErasableLayer* create(Node *layer,
const
char
* erasaPath);
static
ErasableLayer* create(
const
char
* layerPath, Sprite* erasa);
// 還原
void
clear();
// 是否可擦除
void
setErasable(
bool
);
bool
onTouchBegan(Touch* touch, Event *event);
void
onTouchesMoved(Touch* touch, Event *event);
void
onTouchEnded(Touch* touch, Event *event);
protected
:
ErasableLayer();
~ErasableLayer();
bool
init(Node *layer, Sprite* erasa);
void
tick(
float
);
private
:
Node* layer_;
Sprite* erasa_;
bool
isErasable_;
RenderTexture* rt_;
};
#endif
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調用示例代碼.cppip
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// 調用示例
// 遮罩層
auto maskLayer = LayerColor::create(Color4B(0,0,255,200));
maskLayer->setContentSize(sprite->getContentSize());
// 建立可擦除的Layer
auto layer = ErasableLayer::create(maskLayer,
"eraser.png"
);
layer->setPosition(Vec2(visibleSize.width / 4, visibleSize.height / 4));
this
->addChild(layer);
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這裏建立了一個藍色的LayerColor,並擦除該Layer。ci
http://cn.cocos2d-x.org/tutorial/show?id=2790get