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!