cocos2dx實(shí)現(xiàn)橡皮擦效果以及判斷是否擦除完畢
更新時(shí)間:2018年12月20日 14:29:13 作者:Gemini_Dong
這篇文章主要為大家詳細(xì)介紹了cocos2dx實(shí)現(xiàn)橡皮擦效果以及判斷是否擦除完畢,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
本文實(shí)例為大家分享了cocos2dx實(shí)現(xiàn)橡皮擦效果,以及判斷是否擦除完畢,供大家參考,具體內(nèi)容如下
首先修改HelloWorld.h文件
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC_EXT;
USING_NS_CC;
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
void myUpdate(float dt);//不斷判斷是否全部擦除
void onTouchesMoved(const std::vector<Touch*>& touches, Event* event);
bool myIsDataClear(RenderTexture *pRenderTexture);//是否完全擦除
bool myIsDataClearInRect(RenderTexture *pRenderTexture,int x,int y,int width ,int height);//某個(gè)區(qū)域是否完全擦除
Sprite *sprFore;
RenderTexture *renderTexture;
Vector<Sprite*> _brushs;
};
#endif // __HELLOWORLD_SCENE_H__
然后修改HelloWorld.cpp文件
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
auto label = Label::createWithTTF("Test Eraser", "fonts/Marker Felt.ttf", 24);
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
this->addChild(label, 1);
sprFore = Sprite::create("HelloWorld.png");
sprFore->setPosition(Vec2(visibleSize / 2) + origin);
sprFore->retain();
renderTexture = RenderTexture::create(visibleSize.width, visibleSize.height, Texture2D::PixelFormat::RGBA8888);
renderTexture->setContentSize(visibleSize);
renderTexture->retain();
this->addChild(renderTexture);
renderTexture->setPosition(Vec2(visibleSize / 2) + origin);
renderTexture->beginWithClear(0, 0, 0, 0);
sprFore->visit();
renderTexture->end();
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
//不斷判斷是否擦除完畢
schedule(schedule_selector(HelloWorld::myUpdate), 0.5f);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
void HelloWorld::myUpdate(float dt)
{
if (myIsDataClear(renderTexture) == true)
{
log("image is clear !");
}
if (myIsDataClearInRect(renderTexture,300,200,50,50) == true)
{
log("image in rect is clear !");
}
}
void HelloWorld::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
{
auto touch = touches[0];
auto start = touch->getLocation();
auto end = touch->getPreviousLocation();
// begin drawing to the render texture
renderTexture->begin();
// for extra points, we'll draw this smoothly from the last position and vary the sprite's
// scale/rotation/offset
float distance = start.getDistance(end);
if (distance > 1)
{
int d = (int)distance;
_brushs.clear();
for (int i = 0; i < d; ++i)
{
//橡皮擦
auto sprite = CCSprite::create("red.png");//主要根據(jù)圖片定義橡皮擦的形狀
BlendFunc blendFunc;
blendFunc.src = GL_ZERO;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
sprite->setBlendFunc(blendFunc);
sprite->setScale(1.8f);
renderTexture->addChild(sprite);
_brushs.pushBack(sprite);
}
for (int i = 0; i < d; i++)
{
float difx = end.x - start.x;
float dify = end.y - start.y;
float delta = (float)i / distance;
_brushs.at(i)->setPosition(Vec2(start.x + (difx * delta), start.y + (dify * delta)));
_brushs.at(i)->visit();
}
}
// finish drawing and return context back to the screen
renderTexture->end();
}
bool HelloWorld::myIsDataClear(RenderTexture *pRenderTexture)
{
bool m_bEraserOk = false;
Image* image = new Image();
image = pRenderTexture->newImage(true);
int m = 3;
if (image->hasAlpha())
{
m = 4;
}
unsigned char *data_ = image->getData();
int x = 0, y = 0;
/// 這里要提醒一點(diǎn),即Opengl下,其中心點(diǎn)坐標(biāo)在左上角
for (x = 0; x < pRenderTexture->getContentSize().width; ++x)
{
for (y = 0; y < pRenderTexture->getContentSize().height; ++y)
{
//獲取每個(gè)點(diǎn)的像素點(diǎn)值
unsigned char *pixel = data_ + (x + y * image->getWidth()) * m;
// You can see/change pixels' RGBA value(0-255) here !
unsigned int r = (unsigned int)*pixel;
unsigned int g = (unsigned int)*(pixel + 1);
unsigned int b = (unsigned int)*(pixel + 2);
unsigned int a = (unsigned int)*(pixel + 3);
if (r != 0 && g != 0 && b != 0 && a != 0)
{
m_bEraserOk = false;
break;
}
}
//如果改列 有一個(gè)點(diǎn)的像素點(diǎn)值不為零 跳出
if (pRenderTexture->getContentSize().height != y)
{
break;
}
}
//如果所有點(diǎn)的像素點(diǎn)值都為0 則擦除完畢
if (x == pRenderTexture->getContentSize().width && y == pRenderTexture->getContentSize().height)
{
m_bEraserOk = true;
}
delete image;
return m_bEraserOk;
}
bool HelloWorld::myIsDataClearInRect(RenderTexture *pRenderTexture, int x, int y, int width, int height)
{
bool m_bEraserOk = false;
Image* image = new Image();
image = pRenderTexture->newImage(true);
int m = 3;
if (image->hasAlpha())
{
m = 4;
}
int i = 0, j = 0;
unsigned char* mdata = (unsigned char*)image->getData();
for (i = 0; i < width; ++i)
{
for (j = 0; j < height; ++j)
{
unsigned char *pixel = mdata + (i + x + (image->getHeight() - y - (height - j)) * image->getWidth()) * m;
// You can see/change pixels' RGBA value(0-255) here !
unsigned int r = (unsigned int)*pixel;
unsigned int g = (unsigned int)*(pixel + 1);
unsigned int b = (unsigned int)*(pixel + 2);
unsigned int a = (unsigned int)*(pixel + 3);
if (r != 0 && g != 0 && b != 0 && a != 0)
{
break;
}
}
if (height != j)
{
break;
}
}
if (i == width && j == height)
{
m_bEraserOk = true;
}
return m_bEraserOk;
}
看下運(yùn)行效果

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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