//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
};
//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;
}