cocos2d-x学习日志(17) --新手向导

    新手引导:为了让第一次进入游戏的玩家能更加轻松容易的了解游戏功能。

    如图:





实现思路:


  1.采用遮罩的形式突出引导重点,同时屏蔽其它功能。

  2.在遮罩添加解说UI及相应动画


  如图:




  注:光亮区域即是可触碰区域。


具体实现:


1.CCClipingNode

  为了实现遮罩功能,我们选择一个模板切割图片的节点-- CCClipingNode.它的继承关系如下:





  • 首先它是一个节点,继承于CCNode,所以它可以像普通节点一样放入CCLayer,CCScene,CCNode中。
  • 作为节点,它就可以用作容器,承载其他节点和精灵。我把它叫底板。
  • 如果想要对一个节点进行裁剪,那需要给出裁剪的部分,这个裁剪区域,我把它叫模版。  

  所以CCClipingNode裁剪节点在组成上=底板+模版,而在显示上=底板+模版.


  如图:




2. CCClipingNode API:




注:

  getStencil:返回一个节点对象,这个对象就是之前提到的“裁减模板”。

  setStencil:设置“裁减模板”。

  getAlphaThreshold::这种裁减是可以改变裁减的透明度的,修改这个透明度就是通过设置这个阈值。

  setAlphaThreshold:获得这个透明度阈值。

  isInverted:之前说过的剪刀剪形状的例子,剪完形状以后,是显示被剪掉的部分,还是显示剩余的部分呢,默认isInverted值是false,是显示被剪掉的部分,设置为true则是显示剩余的部分。这个函数获得这个值。

  setInverted:设置isInverted值。


3.CCDrawNode

      为了绘制相应图形,使用CCDrawNode类,它的继承关系如下:





4. CCDrawNodeAPI:



      注释:

      drawDot:绘制点,参数给出坐标位置。

      drawSegment:绘制片断,给出起始点,结束点,半径等参数。

      drawPolygon:绘制矩形,可以分别给出填充颜色和边框颜色,还可以设置边框宽度。


实现代码:


1)绘制矩形区域:

RectangleLayer.h

#ifndef __RECTANGLELAYER_LAYER__
#define __RECTANGLELAYER_LAYER__ 
#include "cocos2d.h"
USING_NS_CC;
class RectangleLayer:public cocos2d::CCLayer
{
public:
	static RectangleLayer* create(const char *pszFileName,CCPoint pos,CCRect rect, int pType);
	virtual bool initWithFile(const char *pszFilename,CCPoint pos,CCRect rect, int pType);
	virtual bool init();

	RectangleLayer(void);
	virtual ~RectangleLayer(void);

	virtual void registerWithTouchDispatcher();
	void refreshRect(CCPoint pos,CCRect rect, int pType);  
	bool ccTouchBegan( CCTouch* pTouch, CCEvent* pEvent ); 
	CCString* getGuideMsgByType(int pType);  
	void setGuideVisible(bool isVisible);  
	CREATE_FUNC(RectangleLayer);

private:
	CCSprite* mCircle;  
	CCSprite* pHand;
	CCDrawNode *mStencil;  
	CCRect m_obRect;  
	CCDictionary* m_pMsgDictionary; 

};

#endif
RectangleLayer.cpp

#include "RectangleLayer.h"

USING_NS_CC;

RectangleLayer::RectangleLayer()
{

}

RectangleLayer::~RectangleLayer()
{

}

RectangleLayer* RectangleLayer::create(const char *pszFileName,CCPoint pos,CCRect rect, int pType)  
{
	RectangleLayer *pobGuideLayer = new RectangleLayer();
	if (pobGuideLayer && pobGuideLayer->initWithFile(pszFileName,pos,rect,pType))
	{
		pobGuideLayer->autorelease();
		return pobGuideLayer;
	}
	CC_SAFE_DELETE(pobGuideLayer);
	return NULL;
}

bool RectangleLayer::init()
{
	if (!CCLayer::init())
	{
		return false;
	}

	return true;
}


bool RectangleLayer::initWithFile(const char *pszFileName,CCPoint pos,CCRect rect, int pType)
{
	if (!CCLayer::init())
	{
		return false;
	}
	m_obRect = rect; 
	setTouchEnabled(true);
	
	//创建cliper对象
	CCClippingNode* pClip = CCClippingNode::create();
	pClip->setInverted(true);
	addChild(pClip);

	mCircle=CCSprite::create(pszFileName);  
	mCircle->setPosition(pos); 
	mCircle->setAnchorPoint(ccp(-0.5f,0.5f));
	mCircle->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleBy::create(0.05f, 0.95f),  
		CCScaleTo::create(0.125f, 1))));  
	addChild(mCircle);  

	//加入灰色的底板
	CCLayerColor* pColor = CCLayerColor::create(ccc4(0,0,0,180));
	pClip->addChild(pColor);

	mStencil = CCDrawNode::create();
	static ccColor4F green = {0,1,0,1};
	float width = m_obRect.size.width;
	float height = m_obRect.size.height;
	float x = pos.x;
	float y = pos.y;
	static CCPoint rect1[4] = {ccp(0,height),ccp(width,height),ccp(width,0),ccp(0,0)};
	mStencil->drawPolygon(rect1,4,green,0,green);
	mStencil->setPosition(pos);
	pClip->setStencil(mStencil);

	mStencil->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleBy::create(0.05f, 0.95f),  
		CCScaleTo::create(0.125f, 1))));

	return true;
}

void RectangleLayer::registerWithTouchDispatcher()  
{  
	//使用-128和CCMenu优先级相同,并且吞掉事件true//  
	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, -130, true);  
	CCLayer::registerWithTouchDispatcher();  
}  


void RectangleLayer::refreshRect(CCPoint pos,CCRect rect, int pType)  
{  
	float fRadius=mCircle->getContentSize().width;  
	float scale = rect.size.width/fRadius;  
	mCircle->setScale(scale);  
	mCircle->setPosition(pos);  
	mStencil->setPosition(pos);  
	mStencil->setScale(scale);   

	//设置触碰区域
	float x = pos.x;
	float y = pos.y;
	float width = mCircle->getContentSize().width *scale;
	float height = mCircle->getContentSize().height * scale;
	m_obRect = CCRectMake(x, y, width, height);
}  

bool RectangleLayer::ccTouchBegan( CCTouch* pTouch, CCEvent* pEvent )  
{  
	//得到触摸位置  
	CCPoint touchPoint = pTouch->getLocation();  

	//判断点是否在矩形	CCRect m_obRect1 = m_obRect中  
	if (m_obRect.containsPoint(touchPoint))  
	{  
		//CCPoint pos = ccp(m_obRect.getMidX(),m_obRect.getMidY());
		CCPoint pos = pTouch->getLocation();
		//这里要转化为UI坐标系(左上角为0,0点)
		pos = CCDirector::sharedDirector()->convertToUI(pos);
		//设置触摸信息
		pTouch->setTouchInfo(pTouch->getID(),pos.x,pos.y);
		CCLog("helloWorld");
		//removeFromParent();   //触发后移除
		return false;  
	} 
	return true;  
}  

//是否显示
void RectangleLayer::setGuideVisible(bool isVisible)  
{  
	this->setVisible(isVisible);  
	setTouchEnabled(isVisible);  
}  

//获取文字信息
CCString* RectangleLayer::getGuideMsgByType(int pType)  
{  
	char typeStr[10];  
	sprintf(typeStr, "%d", pType);  
	CCString* msg = (CCString*)m_pMsgDictionary->objectForKey(typeStr);  
	return msg;  
}  
在HelloWorldScene.cpp 的init方法添加代码:

	CCRect m_obRect=CCRectMake(  
		100,  
		160,  
		100,  
		100);  

	CCPoint dstPoint = mCircle->getPosition();
	 
	CCPoint newPoint = ccp(100,160);

	RectangleLayer *myGuideLayer = RectangleLayer::create("hand.png",newPoint,m_obRect,0);

	//myGuideLayer->refreshRect(newPoint1,m_obRect1, 0);
	addChild(myGuideLayer);
运行效果:




2)绘制圆形区域:

      因实现原理和以上类似,只需要更改下代码即可:

RoundnessLayer.cpp

#include "RoundnessLayer.h"

USING_NS_CC;

RoundnessLayer::RoundnessLayer()
{

}

RoundnessLayer::~RoundnessLayer()
{

}

RoundnessLayer* RoundnessLayer::create(const char *pszFileName,CCPoint pos,CCRect rect, int pType)  
{
	RoundnessLayer *pobGuideLayer = new RoundnessLayer();
	if (pobGuideLayer && pobGuideLayer->initWithFile(pszFileName,pos,rect,pType))
	{
		pobGuideLayer->autorelease();
		return pobGuideLayer;
	}
	CC_SAFE_DELETE(pobGuideLayer);
	return NULL;
}

bool RoundnessLayer::init()
{
	if (!CCLayer::init())
	{
		return false;
	}

	return true;
}


bool RoundnessLayer::initWithFile(const char *pszFileName,CCPoint pos,CCRect rect, int pType)
{
	if (!CCLayer::init())
	{
		return false;
	}
	m_obRect = rect; 
	setTouchEnabled(true);
	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();

	//创建裁减节点类
	CCClippingNode* pClip = CCClippingNode::create();
	pClip->setInverted(true);
	addChild(pClip);

	//遮罩层
	CCLayerColor* pColor = CCLayerColor::create(ccc4(0,0,0,180));
	pClip->addChild(pColor);


	mCircle=CCSprite::create(pszFileName);  
	float fRadius = rect.size.width/2;			//圆的半径  
	mCircle->setPosition(pos);  
	mCircle->setAnchorPoint(ccp(-0.5f,0.5f));
	mCircle->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleBy::create(0.05f, 0.95f),  
		CCScaleTo::create(0.125f, 1))));  
	addChild(mCircle);  

	//绘制圆形区域  
	static ccColor4F green = {1, 1, 1, 1};			//顶点颜色,这里我们没有实质上没有绘制,所以看不出颜色  

	const int nCount=100;							//圆形其实可以看做正多边形,我们这里用正100边型来模拟园  
	const float coef = 2.0f * (float)M_PI/nCount;	//计算每两个相邻顶点与中心的夹角  
	static CCPoint circle[nCount];					//顶点数组  
	for(unsigned int i = 0;i <nCount; i++) {  
		float rads = i*coef;						//弧度  
		circle[i].x = fRadius * cosf(rads);			//对应顶点的x  
		circle[i].y = fRadius * sinf(rads);			//对应顶点的y  
	}  

	//绘制矩形,可以分别给出填充颜色和边框颜色,还可以设置边框宽度
	mStencil=CCDrawNode::create();  
	mStencil->drawPolygon(circle, nCount, green, 0, green);	//绘制这个多边形!  
	
	//动起来  
	mStencil->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleBy::create(0.05f, 0.95f),  
		CCScaleTo::create(0.125f, 1)))); 
	
	float x = pos.x + rect.size.width/2;
	float y = pos.y + rect.size.width/2;

	mStencil->setPosition(ccp(x,y));  

	//设这模板  
	pClip->setStencil(mStencil);  

	//CCLayerColor* layer1 = CCLayerColor::create(ccc4(192, 0, 0, 25), rect.size.width, rect.size.height);
	//layer1->setPosition(pos);
	//addChild(layer1);

	return true;
}

void RoundnessLayer::registerWithTouchDispatcher()  
{  
	//使用-128和CCMenu优先级相同,并且吞掉事件true//  
	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, -130, true);  
	CCLayer::registerWithTouchDispatcher();  
}  


void RoundnessLayer::refreshRect(CCPoint pos,CCRect rect, int pType)  
{  
	//调整大小
	float fRadius=mCircle->getContentSize().width*0.5;  
	float scale = rect.size.width/fRadius;  

	//调整光亮区坐标
	float x = pos.x + rect.size.width/2;
	float y = pos.y + rect.size.width/2;

	mCircle->setScale(scale);  
	mCircle->setPosition(pos);  
	mStencil->setPosition(ccp(x, y));  
	mStencil->setScale(scale);  

	//设置触碰区域
	float rectX = pos.x;
	float rectY = pos.y;
	float width = mCircle->getContentSize().width *scale;
	float height = mCircle->getContentSize().height * scale;
	m_obRect = CCRectMake(rectX, rectY, width, height);
}  

bool RoundnessLayer::ccTouchBegan( CCTouch* pTouch, CCEvent* pEvent )  
{  
	//得到触摸位置  
	CCPoint touchPoint = pTouch->getLocation();  


	//判断点是否在矩形	CCRect m_obRect1 = m_obRect中  
	if (m_obRect.containsPoint(touchPoint))  
	{  
		CCPoint pos = ccp(m_obRect.getMidX(),m_obRect.getMidY());
		//这里要转化为UI坐标系(左上角为0,0点)
		pos = CCDirector::sharedDirector()->convertToUI(pos);
		//设置触摸信息
		pTouch->setTouchInfo(pTouch->getID(),pos.x,pos.y);

		CCLog("helloWorld");
		return false;  
	} 
	CCLog("no");
	return true;  
}  

void RoundnessLayer::setGuideVisible(bool isVisible)  
{  
	this->setVisible(isVisible);  
	setTouchEnabled(isVisible);  
}  

CCString* RoundnessLayer::getGuideMsgByType(int pType)  
{  
	char typeStr[10];  
	sprintf(typeStr, "%d", pType);  
	CCString* msg = (CCString*)m_pMsgDictionary->objectForKey(typeStr);  
	return msg;  
}  
运行效果:




      有关解说UI及动画的话,就按自己的项目要求贴到遮罩层上,就OK了。

      若想让真机正常显示,稍微更改接口参数:

for iOS:  in AppController replace the gl-view creation with:

 EAGLView *__glView = [EAGLView viewWithFrame: [window bounds]
                                     pixelFormat: kEAGLColorFormatRGBA8
                                     depthFormat: GL_DEPTH24_STENCIL8_OES
                              preserveBackbuffer: NO
                                      sharegroup: nil
                                   multiSampling: NO
                                 numberOfSamples: 0];

for Android:  in game activity:

 public Cocos2dxGLSurfaceView onCreateView() {
        Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
        glSurfaceView.setEGLConfigChooser(5, 6, 5, 0, 16, 8);
        return glSurfaceView;
    }

引用博客:

      http://bbs.9ria.com/thread-182383-1-1.html

      http://blog.csdn.net/jackystudio/article/details/17160973

  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 7
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 7
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

热血枫叶

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值