CCRenderTexture* createStroke(CCSprite* label, int size, ccColor3B color, GLubyte opacity)
{
CCRenderTexture* rt = CCRenderTexture::renderTextureWithWidthAndHeight(
label->getTexture()->getContentSize().width + size * 2,
label->getTexture()->getContentSize().height+size * 2
);
CCPoint originalPos = label->getPosition();
ccColor3B originalColor = label->getColor();
GLubyte originalOpacity = label->getOpacity();
bool originalVisibility = label->getIsVisible();
label->setColor(color);
label->setOpacity(opacity);
label->setIsVisible(true);
ccBlendFunc originalBlend = label->getBlendFunc();
ccBlendFunc bf = {GL_SRC_ALPHA, GL_ONE};
label->setBlendFunc(bf);
CCPoint bottomLeft = ccp(
label->getTexture()->getContentSize().width * label->getAnchorPoint().x + size,
label->getTexture()->getContentSize().height * label->getAnchorPoint().y + size);
CCPoint positionOffset= ccp(
- label->getTexture()->getContentSize().width / 2,
- label->getTexture()->getContentSize().height / 2);
CCPoint position = ccpSub(originalPos, positionOffset);
rt->begin();
for (int i=0; i<360; i+= 15) // you should optimize that for your needs
{
label->setPosition(
ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)
);
label->visit();
}
rt->end();
label->setPosition(originalPos);
label->setColor(originalColor);
label->setBlendFunc(originalBlend);
label->setIsVisible(originalVisibility);
label->setOpacity(originalOpacity);
rt->setPosition(position);
return rt;
}
文字描边的函数,下面是使用方法:
CCSprite* sprite = CCSprite::spriteWithFile("some_sprite.png");
addChild(sprite);
CCRenderTexture* tex = createStroke(sprite, 2 /*size*/, ccc3(0, 255, 0)/*color*/, 50 /*opacity*/);
addChild(tex, sprite->getZOrder() - 1);