![[cocos2d-js]cc.RenderTexture几种用法(数字图片、刮刮乐效果),第1张 [cocos2d-js]cc.RenderTexture几种用法(数字图片、刮刮乐效果),第1张](/aiimages/%5Bcocos2d-js%5Dcc.RenderTexture%E5%87%A0%E7%A7%8D%E7%94%A8%E6%B3%95%28%E6%95%B0%E5%AD%97%E5%9B%BE%E7%89%87%E3%80%81%E5%88%AE%E5%88%AE%E4%B9%90%E6%95%88%E6%9E%9C%29.png)
本文基于cocos2d-Js 3.0版本引擎开发
RenderTexture用法1:数字图片 通过这张图片实现任意数字//数字图片精灵
var PictureNumber = cc.Sprite.extend({ m_Number:null,m_NumberTexture:null,ctor:function(){ this._super(); },buildNumber:function(paramNumber,paramTexture) { this.setNumber(paramNumber); this.setNumberTexture(cc.textureCache.addImage(paramTexture)); return this.build(); },build:function(){ var iNumCount = (this.m_Number+"").length; //取得字符个数 var stSize = this.m_NumberTexture.getContentSize(); //取得纹理大小,要求纹理中每个数字都是等宽等高,并依照0123456789排列 var iNumWIDth = parseInt( stSize.wIDth / 10); //纹理中每个数字的宽度 var iNumHeight = parseInt( stSize.height); //纹理中每个数字的高度 var pRT = new cc.RenderTexture(iNumWIDth * iNumCount,iNumHeight); //创建渲染纹理对象,并数字确定宽度 pRT.begin(); for (var i = 0; i < iNumCount; i++) { var pSprite = new cc.Sprite(); //创建精灵对象,用于绘制数字 pSprite.setAnchorPoint(0,0); pSprite.setTexture(this.m_NumberTexture); var iNumber = (this.m_Number+"")[i]; //设置要显示数字的纹理区域,这个区域是指参数中paramTexture中区域 var stRect = new cc.rect(iNumber * iNumWIDth,iNumWIDth,iNumHeight); pSprite.setTextureRect(stRect,false,cc.size(stRect.wIDth,stRect.height)); pSprite.setposition(i * iNumWIDth,0); //计算显示的偏移位置 pSprite.visit(); //渲染到pRT中 } pRT.end(); //取得生成的纹理 this.setTexture(pRT.getSprite().getTexture()); //设置显示的内容 var stRect = new cc.rect(0,iNumWIDth * iNumCount,iNumHeight); this.setTextureRect(stRect,stRect.height)); //默认的情况下,通过CCRenderTexture得到的纹理是倒立的,这里需要做一下翻转 this.setFlippedY(true); },setNumber:function(paramNumber){ this.m_Number = paramNumber; },getNumber:function(){ return this.m_Number; },setNumberTexture:function(paramTexture) { this.m_NumberTexture = paramTexture; }});使用方法: var pNum = new PictureNumber(); pNum.buildNumber(1234567,"res/number.png"); pNum.setposition(200,200); pNum.setAnchorPoint(0,0);运行如下:
RenderTexture用法2:刮刮乐效果 主要代码如下:
var HelloWorldLayer = cc.Layer.extend({ sprite:null,pEraser:null,pRTex:null,ctor:function () { ////////////////////////////// // 1. super init first this._super(); var size = cc.winSize; // add a "close" icon to exit the progress. it's an autorelease object var closeItem = new cc.MenuItemImage( res.Closenormal_png,res.CloseSelected_png,function () { cc.log("Menu is clicked!"); },this); closeItem.attr({ x: size.wIDth - 20,y: 20,anchorX: 0.5,anchorY: 0.5 }); var menu = new cc.Menu(closeItem); menu.x = 0; menu.y = 0; this.addChild(menu,1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label var hellolabel = new cc.LabelTTF("Hello World","Arial",38); // position the label on the center of the screen hellolabel.x = size.wIDth / 2; hellolabel.y = size.height / 2; // add the label as a child to this layer this.addChild(hellolabel,5); // hello world 背景图片 this.sprite = new cc.Sprite(res.HelloWorld_png); this.sprite.attr({ x: size.wIDth / 2,y: size.height / 2,}); this.addChild(this.sprite,0); //橡皮擦 this.pEraser = new cc.DrawNode(); this.pEraser.drawDot(cc.p(0,0),20,cc.color(255,255,0)); this.pEraser.retain(); //通过pRTex实现橡皮擦 this.pRTex = new cc.RenderTexture(size.wIDth,size.height); this.pRTex.setposition(size.wIDth/2,size.height/2); this.addChild(this.pRTex,10); //加载等待被擦除的图片 var pBg = new cc.Sprite(res.dirt_png); pBg.setposition(size.wIDth/2,size.height/2); this.pRTex.begin(); pBg.visit(); this.pRTex.end(); cc.eventManager.addListener({ event: cc.EventListener.touch_ONE_BY_ONE,ontouchBegan:function(touches,event){ cc.log("start"); var target = event.getCurrentTarget(); return true; },ontouchmoved:function (touch,event) { var target = event.getCurrentTarget(); target.pEraser.setposition(touch.getLocation()); target.eraseByBlend(); } },this); return true; },eraseByBlend :function() { this.pEraser.setBlendFunc(cc.GL_ONE_MINUS_SRC_Alpha,cc.ZERO); this.pRTex.begin(); this.pEraser.visit(); this.pRTex.end(); } });运行效果如下: 参考链接 点击打开链接 总结
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