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。
- 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))
- 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:
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");
- }