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//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
CREATE_FUNC(GameScene);
private
:
//注意不能用auto关键字
Size size;
Sprite *sprite;
Node *node;
//模板节点
ClippingNode *clippingNode;
//被裁减的节点
};
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//GameScene.cpp
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//加载背景
auto
bg = Sprite::create(
"OnePiece_1.png"
);
bg->setPosition(Vec2(size.width/2, size.height/2));
this
->addChild(bg);
auto
target = Sprite::create(
"target.png"
);
target->setPosition(Vec2(size.width/2, size.height/2));
//target->setScale(2);
node = Node::create();
clippingNode = ClippingNode::create();
clippingNode->setStencil(node);
//设置模板
clippingNode->setInverted(
true
);
//设置底板可见
clippingNode->setAlphaThreshold(0);
//设置绘制底板的Alpha值为0
this
->addChild(clippingNode);
clippingNode->addChild(target);
//创建监听事件对象
auto
listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,
this
);
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
return
true
;
}
bool
GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
auto
pos = touch->getLocation();
//每次点击屏幕,在点击处添加射击效果图片,该图片也需要被打穿
auto
holeBg = Sprite::create(
"hole_effect.png"
);
holeBg->setPosition(pos);
clippingNode->addChild(holeBg);
//将弹孔添加到模板上,造成板底裁减洞口形状
auto
hole = Sprite::create(
"hole_stencil.png"
);
hole->setPosition(pos);
node->addChild(hole);
return
false
;
}
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//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
CREATE_FUNC(GameScene);
private
:
//注意不能用auto关键字
Size size;
Sprite *sprite;
Node *node;
//模板节点
ClippingNode *clippingNode;
//被裁减的节点
};
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//GameScene.cpp
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//加载背景
auto
bg = Sprite::create(
"OnePiece_1.png"
);
bg->setPosition(Vec2(size.width/2, size.height/2));
this
->addChild(bg);
auto
target = Sprite::create(
"target.png"
);
target->setPosition(Vec2(size.width/2, size.height/2));
//target->setScale(2);
node = Node::create();
clippingNode = ClippingNode::create();
clippingNode->setStencil(node);
//设置模板
clippingNode->setInverted(
true
);
//设置底板可见
clippingNode->setAlphaThreshold(0);
//设置绘制底板的Alpha值为0
this
->addChild(clippingNode);
clippingNode->addChild(target);
//创建监听事件对象
auto
listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,
this
);
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
return
true
;
}
bool
GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
auto
pos = touch->getLocation();
//每次点击屏幕,在点击处添加射击效果图片,该图片也需要被打穿
auto
holeBg = Sprite::create(
"hole_effect.png"
);
holeBg->setPosition(pos);
clippingNode->addChild(holeBg);
//将弹孔添加到模板上,造成板底裁减洞口形状
auto
hole = Sprite::create(
"hole_stencil.png"
);
hole->setPosition(pos);
node->addChild(hole);
return
false
;
}
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