TouchPoint(const Vec2 &touchPoint, const Color3B &touchColor) { m_point = touchPoint; DrawNode* drawNode = DrawNode::create(); auto s = Director::getInstance()->getWinSize(); Color4F color(touchColor.r / 255.0f, touchColor.g / 255.0f, touchColor.b / 255.0f, 1.0f); drawNode->drawLine(Vec2(0, touchPoint.y), Vec2(s.width, touchPoint.y), color); drawNode->drawLine(Vec2(touchPoint.x, 0), Vec2(touchPoint.x, s.height), color); drawNode->drawDot(touchPoint, 3, color); addChild(drawNode); }
void ITools::addUnderline(void* vv) { Text* tt = (Text*)vv; Color4B color = tt->getTextColor(); DrawNode* drawLine = DrawNode::create(); drawLine->drawLine(Vec2(0,0), Vec2(tt->getContentSize().width,0), Color4F((float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255)); drawLine->setPosition(Vec2(0,2)); tt->addChild(drawLine); }
void redraw() { drawNode->clear(); vector<Unit>::iterator itor; for (itor = unitList.begin(); itor != unitList.end(); ++itor) { drawNode->drawCircle(itor->pos, 10, 360, 10, false, Color4F::BLUE); drawNode->drawLine(itor->pos, itor->pos + itor->velocity * 30, Color4F::GREEN); } }
void Sprite::debugDraw(bool on) { DrawNode* draw = getChildByName<DrawNode*>("debugDraw"); if(on) { if(!draw) { draw = DrawNode::create(); draw->setName("debugDraw"); addChild(draw); } draw->setVisible(true); draw->clear(); //draw lines auto last = _polyInfo.triangles.indexCount/3; auto _indices = _polyInfo.triangles.indices; auto _verts = _polyInfo.triangles.verts; for(unsigned int i = 0; i < last; i++) { //draw 3 lines Vec3 from =_verts[_indices[i*3]].vertices; Vec3 to = _verts[_indices[i*3+1]].vertices; draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN); from =_verts[_indices[i*3+1]].vertices; to = _verts[_indices[i*3+2]].vertices; draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN); from =_verts[_indices[i*3+2]].vertices; to = _verts[_indices[i*3]].vertices; draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN); } } else { if(draw) draw->setVisible(false); } }
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) { Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); DrawNode* drawNode = DrawNode::create(); if (_debugSlots) { // Slots. // DrawPrimitives::setDrawColor4B(0, 0, 255, 255); glLineWidth(1); Vec2 points[4]; V3F_C4B_T2F_Quad quad; for (int i = 0, n = _skeleton->slotsCount; i < n; i++) { spSlot* slot = _skeleton->drawOrder[i]; if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue; spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment; spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices); points[0] = Vec2(_worldVertices[0], _worldVertices[1]); points[1] = Vec2(_worldVertices[2], _worldVertices[3]); points[2] = Vec2(_worldVertices[4], _worldVertices[5]); points[3] = Vec2(_worldVertices[6], _worldVertices[7]); drawNode->drawPoly(points, 4, true, Color4F::BLUE); } } if (_debugBones) { // Bone lengths. glLineWidth(2); for (int i = 0, n = _skeleton->bonesCount; i < n; i++) { spBone *bone = _skeleton->bones[i]; float x = bone->data->length * bone->a + bone->worldX; float y = bone->data->length * bone->c + bone->worldY; drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED); } // Bone origins. auto color = Color4F::BLUE; // Root bone is blue. for (int i = 0, n = _skeleton->bonesCount; i < n; i++) { spBone *bone = _skeleton->bones[i]; drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color); if (i == 0) color = Color4F::GREEN; } } drawNode->draw(renderer, transform, transformFlags); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }
void HelloWorld::drawPath(const std::vector<TileData*>& path) { this->removeChildByName(DrawNodeStr); DrawNode* drawNode = DrawNode::create(); Size mapSize = m_gamemap->getMapSize(); Size tilesize = m_gamemap->getTileSize(); int mapheight = mapSize.height * tilesize.height; int origin_x = path[0]->position().first * tilesize.width + tilesize.width / 2; int origin_y = path[0]->position().second * tilesize.height + tilesize.height / 2; Vec2 origin(origin_x, mapheight - origin_y); for (int index = 1; index < path.size(); ++index) { int destination_x = path[index]->position().first * tilesize.width + tilesize.width / 2; int destination_y = path[index]->position().second * tilesize.height + tilesize.height / 2; Vec2 destination(destination_x, mapheight - destination_y); drawNode->drawLine(origin, destination, Color4F(0.0, 1.0, 0.0, 1.0)); origin = destination; } this->addChild(drawNode, 0, DrawNodeStr); }
Waypoint::Waypoint(HelloWorld *theGame, const Vec2& location, Waypoint *nextWaypoint) : theGame(theGame), nextWaypoint(nextWaypoint) { this->myPosition = location; this->setPosition(cocos2d::Vec2::ZERO); #ifdef DRAW_DEBUG_INFO DrawNode *circle = DrawNode::create(); circle->drawCircle(location, 6, 360, 30, false, Color4F::GREEN); this->addChild(circle); DrawNode *circle2 = DrawNode::create(); circle2->drawCircle(location, 2, 360, 30, false, Color4F::GREEN); this->addChild(circle2); if (nextWaypoint) { DrawNode *line = DrawNode::create(); line->drawLine(this->myPosition, nextWaypoint->myPosition, Color4F::GREEN); this->addChild(line); } #endif theGame->addChild(this); }
void GLView::render() { m_render = Director::getInstance()->getRenderer(); initTexture2d(); ClippingNode* clippingNode = ClippingNode::create(); Sprite* stencil = Sprite::createWithFileName("E://5.png"); Sprite* back = Sprite::createWithFileName("E://3.png"); // back->setPosition(200, 10); stencil->setPosition(200, 10); clippingNode->setSprite(back); clippingNode->setStencil(stencil); clippingNode->setAlpha(1.0); bool saveImage = false; //截图功能 RenderTexure bool testClippingNode = false; //遮罩功能ClippingNode bool testDrawNodePoint = false; //DrawNode功能之画点 bool testDrawNodeLine = true; //DrawNode功能之画线 /* Loop until the user closes the window */ while (!glfwWindowShouldClose(_mainWindow)) { glClearColor(0.2, 0.2, 0.2, 1); glClear(GL_COLOR_BUFFER_BIT); if (saveImage) { /* 测试 RenderTexture Size size = Director::getInstance()->getWinSize(); RenderTexture* renderTexure = RenderTexture::create(20,20); renderTexure->begin(); renderTexure->end(); renderTexure->onBegin(); for (Sprite* sprite : _sprites) { sprite->setPosition(20, 20); sprite->visit(&m_render); sprite->setPosition(0, 0); } m_render.draw(); renderTexure->onEnd(); renderTexure->saveToFile("1.png"); saveImage = false; CC_SAFE_DELETE(renderTexure);*/ } else if (testClippingNode){ /* 测试ClippingNode auto _director = Director::getInstance(); clippingNode->onBeforeVisit(); stencil->visit(&m_render); m_render.draw(); clippingNode->onAfterVisitStencil(); back->visit(&m_render); m_render.draw(); clippingNode->onAfterVisit();*/ } else if (testDrawNodePoint) { DrawNode* drawNode = DrawNode::create(); CHECK_GL_ERROR_DEBUG(); for (int i = 1; i <= 100; i++) { drawNode->drawPoint(Vec2(100+i, 100), 1, Color4F(255.0, 0, 0, 255.0)); } drawNode->onDrawPoinit(); // CHECK_GL_ERROR_DEBUG(); }else if (testDrawNodeLine) { DrawNode* drawNode = DrawNode::create(); CHECK_GL_ERROR_DEBUG(); drawNode->drawLine(Vec2(100, 100), Vec2(200, 200), Color4F(255.0, 0, 0, 255.0)); drawNode->drawLine(Vec2(100, 200), Vec2(200, 100), Color4F(255.0, 0, 0, 255.0)); drawNode->onDrawLine(); } else{ for (Sprite* sprite : _sprites) { sprite->visit(&m_render); } m_render.draw(); } /* Swap front and back buffers */ glfwSwapBuffers(_mainWindow); /* Poll for and process events */ glfwPollEvents(); } }
// UIListViewTest_Magnetic bool UIListViewTest_Magnetic::init() { if(!UIScene::init()) { return false; } Size layerSize = _uiLayer->getContentSize(); _titleLabel = Text::create("Magnetic scroll", "fonts/Marker Felt.ttf", 32); _titleLabel->setAnchorPoint(Vec2::ANCHOR_MIDDLE); _titleLabel->setPosition(Vec2(layerSize / 2) + Vec2(0, _titleLabel->getContentSize().height * 3.15f)); _uiLayer->addChild(_titleLabel, 3); // Create the list view _listView = ListView::create(); _listView->setDirection(getListViewDirection()); _listView->setBounceEnabled(true); _listView->setBackGroundImage("cocosui/green_edit.png"); _listView->setBackGroundImageScale9Enabled(true); _listView->setContentSize(layerSize / 2); _listView->setScrollBarPositionFromCorner(Vec2(7, 7)); _listView->setItemsMargin(2.0f); _listView->setAnchorPoint(Vec2::ANCHOR_MIDDLE); _listView->setPosition(layerSize / 2); _uiLayer->addChild(_listView); // Guide line for center align { DrawNode* pNode = DrawNode::create(); Vec2 center = layerSize / 2; if(getListViewDirection() == ScrollView::Direction::HORIZONTAL) { float halfY = 110; pNode->drawLine(Vec2(center.x, center.y - halfY), Vec2(center.x, center.y + halfY), Color4F(0, 0, 0, 1)); } else { float halfX = 150; pNode->drawLine(Vec2(center.x - halfX, center.y), Vec2(center.x + halfX, center.y), Color4F(0, 0, 0, 1)); } pNode->setLineWidth(2); _uiLayer->addChild(pNode); } // Show the indexes of items on each boundary. { for(int i = 0; i < 5; ++i) { _indexLabels[i] = Text::create(" ", "fonts/Marker Felt.ttf", 12); _indexLabels[i]->setAnchorPoint(Vec2::ANCHOR_MIDDLE); _uiLayer->addChild(_indexLabels[i]); } float deltaX = 145, deltaY = 90; _indexLabels[0]->setPosition(_uiLayer->getContentSize() / 2 + Size(-deltaX, 0)); // left _indexLabels[1]->setPosition(_uiLayer->getContentSize() / 2 + Size(deltaX, 0)); // right _indexLabels[2]->setPosition(_uiLayer->getContentSize() / 2 + Size(0, deltaY)); // top _indexLabels[3]->setPosition(_uiLayer->getContentSize() / 2 + Size(0, -deltaY)); // bottom _indexLabels[4]->setPosition(_uiLayer->getContentSize() / 2 + Size(deltaX, deltaY)); // center // Callback _listView->ScrollView::addEventListener([this](Ref* ref, ScrollView::EventType eventType) { ListView* listView = dynamic_cast<ListView*>(ref); if(listView == nullptr || eventType != ScrollView::EventType::CONTAINER_MOVED) { return; } auto left = listView->getLeftmostItemInCurrentView(); auto right = listView->getRightmostItemInCurrentView(); auto top = listView->getTopmostItemInCurrentView(); auto bottom = listView->getBottommostItemInCurrentView(); auto center = listView->getCenterItemInCurrentView(); _indexLabels[0]->setString(StringUtils::format("Left\nindex=%zd", listView->getIndex(left))); _indexLabels[1]->setString(StringUtils::format("RIght\nindex=%zd", listView->getIndex(right))); _indexLabels[2]->setString(StringUtils::format("Top index=%zd", listView->getIndex(top))); _indexLabels[3]->setString(StringUtils::format("Bottom index=%zd", listView->getIndex(bottom))); _indexLabels[4]->setString(StringUtils::format("Center\nindex=%zd", listView->getIndex(center))); }); } // Initial magnetic type _listView->setMagneticType(ListView::MagneticType::NONE); _titleLabel->setString("MagneticType - NONE"); // Magnetic change button auto pButton = Button::create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png"); pButton->setAnchorPoint(Vec2::ANCHOR_MIDDLE_LEFT); pButton->setScale(0.8f); pButton->setPosition(Vec2(layerSize / 2) + Vec2(130, -60)); pButton->setTitleText("Next Magnetic"); pButton->addClickEventListener([this](Ref*) { ListView::MagneticType eCurrentType = _listView->getMagneticType(); ListView::MagneticType eNextType; std::string sString; if(eCurrentType == ListView::MagneticType::NONE) { eNextType = ListView::MagneticType::CENTER; sString = "CENTER"; } else if(eCurrentType == ListView::MagneticType::CENTER) { eNextType = ListView::MagneticType::BOTH_END; sString = "BOTH_END"; } else if(eCurrentType == ListView::MagneticType::BOTH_END) { if(getListViewDirection() == ScrollView::Direction::HORIZONTAL) { eNextType = ListView::MagneticType::LEFT; sString = "LEFT"; } else { eNextType = ListView::MagneticType::TOP; sString = "TOP"; } } else if(eCurrentType == ListView::MagneticType::LEFT) { eNextType = ListView::MagneticType::RIGHT; sString = "RIGHT"; } else if(eCurrentType == ListView::MagneticType::RIGHT) { eNextType = ListView::MagneticType::NONE; sString = "NONE"; } else if(eCurrentType == ListView::MagneticType::TOP) { eNextType = ListView::MagneticType::BOTTOM; sString = "BOTTOM"; } else if(eCurrentType == ListView::MagneticType::BOTTOM) { eNextType = ListView::MagneticType::NONE; sString = "NONE"; } _listView->setMagneticType(eNextType); _titleLabel->setString(StringUtils::format("MagneticType - %s", sString.c_str())); }); _uiLayer->addChild(pButton); // Add list items static const Size BUTTON_SIZE(100, 70); for (int i = 0; i < 40; ++i) { auto pButton = Button::create("cocosui/button.png", "cocosui/buttonHighlighted.png"); pButton->setContentSize(BUTTON_SIZE); pButton->setScale9Enabled(true); pButton->setTitleText(StringUtils::format("Button-%d", i)); _listView->pushBackCustomItem(pButton); } return true; }
// UIListViewTest_ScrollToItem bool UIListViewTest_ScrollToItem::init() { if(!UIScene::init()) { return false; } Size layerSize = _uiLayer->getContentSize(); static int NUMBER_OF_ITEMS = 31; _nextIndex = 0; _titleLabel = Text::create("Scroll to item", "fonts/Marker Felt.ttf", 32); _titleLabel->setAnchorPoint(Vec2::ANCHOR_MIDDLE); _titleLabel->setPosition(Vec2(layerSize / 2) + Vec2(0, _titleLabel->getContentSize().height * 3.15f)); _uiLayer->addChild(_titleLabel, 3); // Create the list view _listView = ListView::create(); _listView->setDirection(getListViewDirection()); _listView->setBounceEnabled(true); _listView->setBackGroundImage("cocosui/green_edit.png"); _listView->setBackGroundImageScale9Enabled(true); _listView->setContentSize(layerSize / 2); _listView->setScrollBarPositionFromCorner(Vec2(7, 7)); _listView->setItemsMargin(2.0f); _listView->setAnchorPoint(Vec2::ANCHOR_MIDDLE); _listView->setPosition(layerSize / 2); _uiLayer->addChild(_listView); // Guide line for center align { DrawNode* pNode = DrawNode::create(); Vec2 center = layerSize / 2; if(getListViewDirection() == ScrollView::Direction::HORIZONTAL) { float halfY = 110; pNode->drawLine(Vec2(center.x, center.y - halfY), Vec2(center.x, center.y + halfY), Color4F(0, 0, 0, 1)); } else { float halfX = 150; pNode->drawLine(Vec2(center.x - halfX, center.y), Vec2(center.x + halfX, center.y), Color4F(0, 0, 0, 1)); } pNode->setLineWidth(2); _uiLayer->addChild(pNode); } // Button auto pButton = Button::create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png"); pButton->setAnchorPoint(Vec2::ANCHOR_MIDDLE_LEFT); pButton->setScale(0.8f); pButton->setPosition(Vec2(layerSize / 2) + Vec2(120, -60)); pButton->setTitleText(StringUtils::format("Go to '%d'", _nextIndex)); pButton->addClickEventListener([this, pButton](Ref*) { _listView->scrollToItem(_nextIndex, Vec2::ANCHOR_MIDDLE, Vec2::ANCHOR_MIDDLE); _nextIndex = (_nextIndex + (NUMBER_OF_ITEMS / 2)) % NUMBER_OF_ITEMS; pButton->setTitleText(StringUtils::format("Go to '%d'", _nextIndex)); }); _uiLayer->addChild(pButton); // Add list items static const Size BUTTON_SIZE(50, 40); for (int i = 0; i < NUMBER_OF_ITEMS; ++i) { auto pButton = Button::create("cocosui/button.png", "cocosui/buttonHighlighted.png"); pButton->setContentSize(BUTTON_SIZE); pButton->setScale9Enabled(true); pButton->setTitleText(StringUtils::format("Button-%d", i)); _listView->pushBackCustomItem(pButton); } return true; }
void GameController::loadAssets() { //background background = Sprite::create("score.png"); background->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height/2)); background->setAnchorPoint(Vec2(0.5, 0.5)); background->setScale(1.7); this->addChild(background); //layer for joining player parts player_layer = Layer::create(); //initializing archer instance Archer * archer = Archer::create(); //initializing player body sprites playerBottomHalf = archer->getPlayerLowerBody(); playerUpperHalf = archer->getPlayerUpperBody(); playerHand = archer->getPlayerArm(); playerBottomHalf->setAnchorPoint(Vec2(0, 0)); //adding player body sprites to the player layer player_layer->addChild(playerBottomHalf); //setting player layer position on the screen player_layer->setPosition(Vec2(origin.x + (visibleSize.width * 0.8) , origin.y + (visibleSize.height * 0.04))); player_layer->setContentSize(Size(MAX(playerBottomHalf->getContentSize().width, playerUpperHalf->getContentSize().width) , playerBottomHalf->getContentSize().height + playerUpperHalf->getContentSize().height/2)); this->addChild(player_layer); //setting player upper body layer upper_body_layer = Layer::create(); upper_body_layer->setContentSize(playerUpperHalf->getContentSize()); upper_body_layer->ignoreAnchorPointForPosition(false); upper_body_layer->setAnchorPoint(Vec2(1,0.5)); upper_body_layer->setPosition(Vec2(playerBottomHalf->getContentSize().width * 0.8, playerBottomHalf->getContentSize().height )); //adding the laft half of the upper body to the upper layer upper_body_layer->addChild(playerUpperHalf); playerUpperHalf->setPosition(Vec2(0, 0)); playerUpperHalf->setAnchorPoint(Vec2(0 , 0)); //adding the arm to the upper body layer upper_body_layer->addChild(playerHand); playerHand->setPosition(Vec2(playerBottomHalf->getContentSize().width/2, playerUpperHalf->getContentSize().height * 0.55)); playerHand->setAnchorPoint(Vec2(0, 1)); //adding the bow part DrawNode* bowPart = DrawNode::create(); upper_body_layer->addChild(bowPart); bowPart->drawLine(Vec2(playerUpperHalf->getContentSize().width * 0.44, playerUpperHalf->getContentSize().height), Vec2(playerUpperHalf->getContentSize().width * 0.44, 0), Color4F::WHITE); //initializing arrow arrow = Sprite::create("arrow.png"); upper_body_layer->addChild(arrow); arrow->setPosition(Vec2(0, upper_body_layer->getContentSize().height/2)); //adding the upper layer to the main player layer player_layer->addChild(upper_body_layer); //for storing player arm base position player_arm_position_x = playerHand->getPosition().x; //for storing arrow base position arrow_position_x = arrow->getPosition().x; arrow_position_y = arrow->getPosition().y; //setting up sprite for touch start touch position touch_start_circle = Sprite::create("white_dot.png"); this->addChild(touch_start_circle); touch_start_circle->setVisible(false); //setting up sprite for touch end position touch_end_circle = Sprite::create("white_dot.png"); this->addChild(touch_end_circle); touch_end_circle->setVisible(false); //layer for board board_layer = Layer::create(); this->addChild(board_layer); //initializing board instance Board * target= Board::create(); //initializing board sprite board = target->getBoard(); board_layer->addChild(board); board->setAnchorPoint(Vec2(0, 0)); //positioning board board_layer->setContentSize(Size(board->getContentSize())); board_layer->setPosition(Vec2(visibleSize.width * 0.05, visibleSize.height/2)); //scaling board layer board_layer->setScale(0.5); //adding physics body to board board_body = PhysicsBody::createBox(board_layer->getContentSize()); board_body->setDynamic(true); board_body->setMass(10000000000000); board_body->setGravityEnable(false); board_body->setContactTestBitmask(1); board_body->setTag(1); board_layer->setPhysicsBody(board_body); //creating noTipArrow noTipArrow = Sprite::create("arrow_notip.png"); board_layer->addChild(noTipArrow); noTipArrow->setPosition(Vec2(board_layer->getContentSize().width, board_layer->getPosition().y/2)); noTipArrow->setVisible(false); noTipArrow->setAnchorPoint(Vec2(0, 0.5)); //drawBorder(board_layer, Color4F::WHITE); //drawBorder(board, Color4F::WHITE); // for debugging .... delete it at the end label = CCLabelTTF::create("Hello World", "Helvetica", 22, CCSizeMake(245, 32), kCCTextAlignmentCenter); this->addChild(label); label->setPosition(origin.x + visibleSize.width/2 , origin.y + visibleSize.height/2); }