#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
using namespace cocos2d;
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
cocos2d::EventListenerTouchOneByOne *_listener;
cocos2d::Sprite *bulletForTower12;
cocos2d::Sprite *m_imgMan;
cocos2d::RenderTexture *m_pRenderTexture;
cocos2d::Label *m_pLabTips;
virtual bool onTouchBegan(Touch *touch, Event *unused_event);
virtual void onTouchEnded(Touch *touch, Event *unused_event);
};
#endif // __HELLOWORLD_SCENE_H__
<pre name="code" class="cpp">#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
m_imgMan = Sprite::create("tangfa09/tafang09-1-zidan0002.png");
m_imgMan->setPosition(Vec2(400, 200));
this->addChild(m_imgMan, 1);
m_pRenderTexture = RenderTexture::create(m_imgMan->getContentSize().width, m_imgMan->getContentSize().height, Texture2D::PixelFormat::RGBA8888);
m_pRenderTexture->ignoreAnchorPointForPosition(true);
m_pRenderTexture->setPosition(Vec2(400, 200));
m_pRenderTexture->setAnchorPoint(Vec2::ZERO);
this->addChild(m_pRenderTexture, 0, 1);
m_pRenderTexture->setVisible(false); //将绘制出来的图片隐藏
_listener=EventListenerTouchOneByOne::create();
_listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
_listener->onTouchEnded=CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(_listener, this);
return true;
}
bool HelloWorld::onTouchBegan(Touch *touch, Event *unused_event)
{
bool isTouched = false;
auto touchPoint = touch->getLocationInView();
auto glPoint = Director::getInstance()->convertToGL(touchPoint);
if (m_imgMan->boundingBox().containsPoint(glPoint)) {
Color4B color4B = {0, 0, 0, 0};
Point nodePos = m_imgMan->convertTouchToNodeSpace(touch);
unsigned int x = nodePos.x;
unsigned int y = m_imgMan->getContentSize().height - nodePos.y;
Point point = m_imgMan->getPosition();
//开始准备绘制
//绘制完成后清理画布的内容
m_pRenderTexture->beginWithClear(0, 0, 0, 0);
//绘制使用的临时精灵,与原图是同一图片
auto pTempSpr = Sprite::createWithSpriteFrame(m_imgMan->displayFrame());
pTempSpr->setPosition(Vec2(pTempSpr->getContentSize().width / 2, pTempSpr->getContentSize().height / 2));
//绘制
pTempSpr->visit();
//结束绘制
m_pRenderTexture->end();
//通过画布拿到这张画布上每个像素点的信息,封装到CCImage中
Image* pImage = m_pRenderTexture->newImage();
//获取像素数据
unsigned char* data_ = pImage->getData();
unsigned int *pixel = (unsigned int *)data_;
pixel = pixel + (y * (int)pTempSpr->getContentSize().width) * 1 + x * 1;
//R通道
color4B.r = *pixel & 0xff;
//G通道
color4B.g = (*pixel >> 8) & 0xff;
//B通道
color4B.b = (*pixel >> 16) & 0xff;
//Alpha通道,我们有用的就是Alpha
color4B.a = (*pixel >> 24) & 0xff;
CCLOG("当前点击的点的: alpha = %d", color4B.a);
if (color4B.a > 50) {
isTouched = true;
} else {
isTouched = false;
}
}
if (m_pLabTips) {
m_pLabTips->removeFromParentAndCleanup(true);
m_pLabTips = NULL;
}
return isTouched;
}
void HelloWorld::onTouchEnded(Touch *touch, Event *unused_event)
{
if (m_pLabTips) {
m_pLabTips->removeFromParentAndCleanup(true);
m_pLabTips = NULL;
}
m_pLabTips = Label::createWithTTF("NO", "fonts/Marker Felt.ttf", 30);
m_pLabTips->setAnchorPoint(Vec2::ZERO);
m_pLabTips->setPosition(Vec2(300.0f, 100.0f));
m_pLabTips->setColor(Color3B::YELLOW);
this->addChild(m_pLabTips, 1);
}