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效果1:
效果2:
代码:
// //[1].背景图片 Sprite* bg = Sprite::create("HelloWorld.png"); bg->setPosition(visibleSize / 2); this->addChild(bg, -1); //[2].创建主题文字 : gameTitle Sprite* gameTitle = Sprite::create("game_title.png"); //获取尺寸大小 Size clipSize = gameTitle->getContentSize(); //[3].创建底板的发光图片 : spark Sprite* spark = Sprite::create("spark.png"); spark->setPosition(-clipSize.width, 0); //[4].创建裁剪节点 : clippingNode ClippingNode* clippingNode = ClippingNode::create(); clippingNode->setPosition(visibleSize / 2); this->addChild(clippingNode); clippingNode->setAlphaThreshold(0.05f); //设置alpha闸值 clippingNode->setContentSize(clipSize); //设置尺寸大小 clippingNode->setStencil(gameTitle); //设置模板stencil clippingNode->addChild(gameTitle, 1); //先添加标题,会完全显示出来,因为跟模板一样大小 clippingNode->addChild(spark,2); //会被裁减 //[5].左右移动spark MoveTo* moveAction = MoveTo::create(2.0f, Vec2(clipSize.width, 0)); MoveTo* moveBackAction = MoveTo::create(2.0f, Vec2(-clipSize.width, 0)); spark->runAction(RepeatForever::create(Sequence::create(moveAction, moveBackAction, NULL)));
效果3:
//
ClippingNode* holesClipper; //裁剪节点
Node* holesStencil; //模板节点
Node* holes; //底板节点
//触摸回调
void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
//添加小洞
void pokeHoleAtPoint(Vec2 point);
//
//
//[1].背景图片(Layer层中)
Sprite* bg = Sprite::create("HelloWorld.png");
bg->setPosition(visibleSize / 2);
this->addChild(bg);
//[2].创建裁剪节点 : holesClipper
holesClipper = ClippingNode::create();
holesClipper->setPosition(visibleSize / 2);
this->addChild(holesClipper);
//属性设置
holesClipper->setInverted(true); //倒置显示,未被裁剪下来的剩余部分
holesClipper->setAlphaThreshold(0.5f); //设置alpha透明度闸值
holesClipper->runAction(RepeatForever::create(RotateBy::create(1, 45))); //旋转动作
//[3].创建模板 : holesStencil
holesStencil = Node::create();
holesClipper->setStencil(holesStencil); //设置模板节点
//添加一个模板遮罩 ball
holesStencil->addChild(Sprite::create("ball.png"), -1);
//[4].创建底板 : holes
holes = Node::create();
holesClipper->addChild(holes); //设置底板
//添加另一个底板内容 blocks
Sprite* content = Sprite::create("blocks.png");
holesClipper->addChild(content, -1, "content");
//[5].触摸事件
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
//
//
void HelloWorld::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
{
//[1].获取触点, 转换为相对holesClipper节点的 相对坐标
Vec2 point = touches[0]->getLocation();
point = holesClipper->convertToNodeSpace(point);
//[2].获取底板区域矩形Rect
Sprite* content = (Sprite*)holesClipper->getChildByName("content");
Size contentSize = content->getContentSize();
Rect rect = Rect(-contentSize.width / 2, -contentSize.height / 2, contentSize.width, contentSize.height);
//[3].触摸点在底板内部, 进行"打洞"
if (rect.containsPoint(point))
{
pokeHoleAtPoint(point);
}
}
//
//
void HelloWorld::pokeHoleAtPoint(Vec2 point)
{
CCLOG("Add a Hole!!!");
//[1].添加底板内容 : 一个洞的痕迹
auto hole = Sprite::create("hole_effect.png");
hole->setPosition(point);
holes->addChild(hole);
//[2].添加模板内容 : 一个小洞
auto holeStencil = Sprite::create("hole_stencil.png");
holeStencil->setPosition(point);
holesStencil->addChild(holeStencil);
//[3].动作效果 : 放大缩小
holesClipper->runAction(Sequence::create(ScaleTo::create(0.05f, 1.05f), ScaleTo::create(0.05f, 1.0f), NULL));
}
//
cocos2dx 3.2 裁剪节点 ClippingNode
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原文地址:http://blog.csdn.net/w174504744/article/details/43196907