cocos2dx-3.2 之 闪电效果


参考闪电特效算法:http://krazydad.com/bestiary/bestiary_lightning.html

算法详细信息可参上述网址


下面直接上代码,这其实就是一个算法问题:

.h文件

#ifndef __HELLO_LIGHTING_H__
#define __HELLO_LIGHTING_H__

#include "cocos2d.h"
USING_NS_CC;

class HelloLighting : public cocos2d::Layer
{
public:
	HelloLighting(void);
	~HelloLighting(void);

	virtual bool init();
	virtual void update(float delta);
	static cocos2d::Scene* createScene();

	CREATE_FUNC(HelloLighting);

	virtual void draw(cocos2d::Renderer *renderer,const cocos2d::Mat4& transform,uint32_t flags);

	void drawLighting(float x1, float y1, float x2, float y2, float displace);

private:
	float curDetail;
	Point pos1;
	Point pos2;
};

#endif //__HELLO_LIGHTING_H__

.cpp文件

#include "HelloLighting.h"

HelloLighting::HelloLighting(void)
{
	
}


HelloLighting::~HelloLighting(void)
{
}

cocos2d::Scene* HelloLighting::createScene()
{
	Scene *scene = Scene::create();
	HelloLighting *layer = HelloLighting::create();
	scene->addChild(layer);
	return scene;
}

bool HelloLighting::init()
{
	if ( !CCLayer::init() )
	{
		return false;
	}
	auto winSize = Director::sharedDirector()->getWinSize();

	pos1 = Point(100, winSize.height/2);
	pos2 = Point(winSize.width-100, winSize.height/2);
	curDetail = 5;

	return true;
}

void HelloLighting::update( float delta )
{

}



void HelloLighting::draw(cocos2d::Renderer *renderer,const cocos2d::Mat4& transform,uint32_t flags)
{
	ccDrawColor4B(255, 0, 0, 0);
	glLineWidth(1);
	drawLighting(pos1.x, pos1.y, pos2.x, pos2.y, 200);  //这里多画几条线就可以看到更多了
}

void HelloLighting::drawLighting( float x1, float y1, float x2, float y2, float displace )
{
	if (displace < curDetail)
	{
		ccDrawLine(ccp(x1,y1), ccp(x2,y2));
	}
	else
	{
		float mid_x = (x2+x1)/2;
		float mid_y = (y2+y1)/2;
		mid_x += (CCRANDOM_0_1() - 0.5) * displace;
		mid_y += (CCRANDOM_0_1() - 0.5) * displace;
		drawLighting(x1, y1, mid_x, mid_y, displace/2);
		drawLighting(x2, y2, mid_x, mid_y, displace/2);
	}
}


直接加载这个场景就可以看到效果了,其实效果图跟运行效果还是有差别的,先来欣赏一下吧!



cocos2dx 雷电MoonWarriors_游戏源码 #include "GameLayer.h" #include "SimpleAudioEngine.h" #include "Bullet.h" #include "Resource.h" #include "Config.h" #include "Enemy.h" #include "Effect.h" #include "GameOver.h" #include "PauseLayer.h" using namespace cocos2d; using namespace CocosDenshion; bool isPaused = false; GameLayer::GameLayer():m_state(statePlaying),m_time(0),m_ship(NULL),m_backSky(NULL),m_backSkyHeight(0),m_backSkyRe(NULL),m_backTileMap(NULL),m_backTileMapHeight(0),m_backTileMapRe(NULL),m_isBackSkyReload(false),m_isBackTileReload(false),m_lbScore(NULL),m_lifeCount(NULL), m_tempScore(0) { } GameLayer::~GameLayer() { if (m_levelManager) { delete m_levelManager; } play_bullet->release(); enemy_bullet->release(); enemy_items->release(); } bool GameLayer::init() { if (!CCLayer::init()) { return false; } // 开启触摸 this->setTouchEnabled(true); // 创建数组,需要retain一下 play_bullet = CCArray::create(); play_bullet->retain(); enemy_bullet = CCArray::create(); enemy_bullet->retain(); enemy_items = CCArray::create(); enemy_items->retain(); m_state = statePlaying; Enemy::sharedEnemy(); Effect::sharedExplosion(); Config::sharedConfig()->resetConfig(); winSize = CCDirector::sharedDirector()->getWinSize(); m_levelManager = new LevelManager(this); //初始化背景 initBackground(); m_screenRec = CCRectMake(0, 0, winSize.width, winSize.height + 10); // score m_lbScore = CCLabelBMFont::create("Score:0", s_arial14_fnt); m_lbScore->setAnchorPoint(ccp(1, 0)); m_lbScore->setAlignment(kCCTextAlignmentRight); addChild(m_lbScore, 1000); m_lbScore->setPosition(winSize.width - 5, winSize.height - 30); // ship life CCTexture2D *shipTexture = CCTextureCache::sharedTextureCache()->addImage(s_ship01); CCSprite *life = CCSprite::createWithTexture(shipTexture, CCRectMake(0, 0, 60, 38)); life->setScale(0.6); life->setPosition(ccp(30,winSize.height-23)); addChild(life, 1, 5); // ship life count char lifecount[2]; sprintf(lifecount, "%d",Config::sharedConfig()->getLifeCount()); m_lifeCount = CCLabelTTF::create(lifecount, "Arial", 20); m_lifeCount->setPosition(ccp(60, winSize.height-20)); m_lifeCount->setColor(ccc3(255,0, 0)); addChild(m_lifeCount, 1000); // ship m_ship = Ship::create(); addChild(m_ship, m_ship->getZoder(), 1001); CCMenuItemImage *pause = CCMenuItemImage::create("pause.png", "pause.png", this, menu_selector(GameLayer::doPause)); pause->setAnchorPoint(ccp(1, 0)); pause->setPosition(ccp(winSize.width, 0)); CCMenu *menu = CCMenu::create(pause, NULL); menu->setAnchorPoint(ccp(0, 0)); addChild(menu, 1, 10); menu->setPosition(CCPointZero); // 调 update函数 scheduleUpdate(); // 每秒调一次 scoreCounter函数 schedule(schedule_selector(GameLayer::scoreCounter), 1); if (Config::sharedConfig()->getAudioState()) { SimpleAudioEngine::sharedEngine()->playBackgroundMusic(s_bgMusic, true); } return true; } void GameLayer::update(float dt) { if (m_state == statePlaying) { checkIsCollide(); removeInactiveUnit(dt); checkIsReborn(); updateUI(); } } void GameLayer::scoreCounter() { if (m_state == statePlaying) { m_time++; m_levelManager->loadLevelResource(m_time); } } void GameLayer::checkIsCollide() { CCObject *units; CCObject *bullets; CCObject *enemybs; CCARRAY_FOREACH(enemy_items, units) { UnitSprite *enemy = dynamic_cast<UnitSprite*>(units); CCARRAY_FOREACH(play_bullet, bullets) { UnitSprite *bullet = dynamic_cast<UnitSprite*>(bullets); if (this->collide(enemy, bullet)) { enemy->hurt(); bullet->hurt(); } if (!(m_screenRec.intersectsRect(bullet->boundingBox()))) { bullet->destroy(); } }
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