Cocos2d-x可擦除的Layer:ErasableLayer

说明

ErasableLayer是一个可擦除的Layer,可实现类似橡皮擦、刮奖等效果。原理是通过颜色混合实现的。关于颜色混合可查看这篇文章(点击查看)。

测试环境:Cocos2d-x v3.3、Cocos2d-x v3.5

源码下载:ErasableLayer.zip

源码

ErasableLayer.cpp

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#include "ErasableLayer.h"
 
ErasableLayer::ErasableLayer() :isErasable_(true)
{
}
 
ErasableLayer::~ErasableLayer()
{
    CC_SAFE_RELEASE(layer_);
    CC_SAFE_RELEASE(erasa_);
}
  
ErasableLayer* ErasableLayer::create(const char* layerPath, const char* erasaPath){
    CCSprite* layer = CCSprite::create(layerPath);
    CCSprite* erasa = CCSprite::create(erasaPath);
 
    ErasableLayer* ret = new ErasableLayer;
    if (ret->init(layer, erasa))
    {
        ret->autorelease();
        return ret;
    }
    delete ret;
    return nullptr;
}
 
ErasableLayer* ErasableLayer::create(Node* layer, Sprite* erasa){
 
    ErasableLayer* ret = new ErasableLayer;
    if (ret->init(layer, erasa))
    {
        ret->autorelease();
        return ret;
    }
    delete ret;
    return nullptr;
}
 
ErasableLayer* ErasableLayer::create(Node* layer, const char* erasaPath){
    CCSprite* erasa = CCSprite::create(erasaPath);
    ErasableLayer* ret = new ErasableLayer;
    if (ret->init(layer, erasa))
    {
        ret->autorelease();
        return ret;
    }
    delete ret;
    return nullptr;
}
 
ErasableLayer* ErasableLayer::create(const char* layerPath, Sprite* erasa){
    CCSprite* layer = CCSprite::create(layerPath);
 
    ErasableLayer* ret = new ErasableLayer;
    if (ret->init(layer, erasa))
    {
        ret->autorelease();
        return ret;
    }
    delete ret;
    return nullptr;
}
 
bool ErasableLayer::init(Node *layer, Sprite* erasa){
 
    if (!Layer::init())
    {
        return false;
    }
 
    layer_ = layer;
    erasa_ = erasa;
 
    layer_->retain();
    erasa_->retain();
 
    this->setContentSize(layer_->getContentSize());
 
    // 设置颜色混合模式
    BlendFunc erasaBf = { GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }; //源因子:值为0,橡皮擦颜色为透明;目标因子:目标颜色透明度减去源颜色的透明度
    erasa_->setBlendFunc(erasaBf);
 
    auto size = layer_->getContentSize();
    rt_ = RenderTexture::create(size.width, size.height);
    rt_->setAnchorPoint(Vec2(0, 0));
    rt_->setPosition(Vec2(size.width/2, size.height/2));
    this->addChild(rt_);
 
    clear();
 
    schedule(CC_SCHEDULE_SELECTOR(ErasableLayer::tick));
 
    // 触摸事件
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = CC_CALLBACK_2(ErasableLayer::onTouchBegan, this);
    listener->onTouchMoved = CC_CALLBACK_2(ErasableLayer::onTouchesMoved, this);
    listener->onTouchEnded = CC_CALLBACK_2(ErasableLayer::onTouchEnded, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    listener->setSwallowTouches(false);
 
    return true;
}
 
 
void ErasableLayer::tick(float){
    if (!isErasable_)
    {
        return;
    }
     
    // 设置源颜色alpha值为最大值,目标颜色alpha值减去源颜色alpha值后就为0了,混合出来的效果就变透明了,这样就实现了橡皮擦效果了。
    erasa_->setOpacity(255);
 
    // 更新RenderTexture
    rt_->begin();
     
    // 绘制
    erasa_->visit();
 
    rt_->end();
}
 
void ErasableLayer::clear(){
    layer_->setAnchorPoint(Vec2(0, 0));
    layer_->setPosition(Vec2(0, 0));
 
    rt_->begin();
    layer_->visit();
    rt_->end();
}
 
void ErasableLayer::setErasable(bool flag){
    isErasable_ = flag;
}
 
bool ErasableLayer::onTouchBegan(Touch* touch, Event  *event)
{
    erasa_->setPosition(this->convertToNodeSpace(touch->getLocation()));
    return true;
}
void ErasableLayer::onTouchesMoved(Touch* touch, Event  *event){
    erasa_->setPosition(this->convertToNodeSpace(touch->getLocation()));
}
void ErasableLayer::onTouchEnded(Touch* touch, Event  *event)
{
    erasa_->setPosition(this->convertToNodeSpace(touch->getLocation()));
}

ErasableLayer.h

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#ifndef __ERASABLELAYER_H__
#define __ERASABLELAYER_H__
 
#include "cocos2d.h"
 
USING_NS_CC;
 
// 可擦除的Layer
class ErasableLayer :public Layer
{
    public:
    // 创建ErasableLayer
    //1.遮罩层
    //2.橡皮擦(可以是Sprite或者纹理的路径)
    static ErasableLayer* create(const char* layerPath, const char* erasaPath);
    static ErasableLayer* create(Node *layer, Sprite* erasa);
    static ErasableLayer* create(Node *layer, const char* erasaPath);
    static ErasableLayer* create(const char* layerPath, Sprite* erasa);
 
    // 还原
    void clear();
    // 是否可擦除
    void setErasable(bool);
 
    bool onTouchBegan(Touch* touch, Event  *event);
    void onTouchesMoved(Touch* touch, Event *event);
    void onTouchEnded(Touch* touch, Event  *event);
    protected:
    ErasableLayer();
    ~ErasableLayer();
 
    bool init(Node *layer, Sprite* erasa);
    void tick(float);
    private:
    Node* layer_;
    Sprite* erasa_;
    bool isErasable_;
    RenderTexture* rt_;
};
 
#endif

调用示例代码.cpp

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// 调用示例
 
// 遮罩层
auto maskLayer = LayerColor::create(Color4B(0,0,255,200));
maskLayer->setContentSize(sprite->getContentSize());
 
// 创建可擦除的Layer
auto layer = ErasableLayer::create(maskLayer, "eraser.png");
layer->setPosition(Vec2(visibleSize.width / 4, visibleSize.height / 4));
this->addChild(layer);

这里创建了一个蓝色的LayerColor,并擦除该Layer。

20150429231040189.jpg

http://cn.cocos2d-x.org/tutorial/show?id=2790

原文地址:https://www.cnblogs.com/cooka/p/4497627.html