Esempio n. 1
0
void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
{
  mBackgroundImage = bgImage;
  mHSVDelta = hsvDelta;

  ImageActor sourceActor = ImageActor::New( bgImage );
  sourceActor.SetSize( mMovementArea );
  sourceActor.SetParentOrigin(ParentOrigin::CENTER);
  Stage::GetCurrent().Add( sourceActor );

  ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
  sourceActor.SetShaderEffect( colorAdjuster );

  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
  RenderTask task = taskList.CreateTask();
  task.SetRefreshRate( RenderTask::REFRESH_ONCE );
  task.SetSourceActor( sourceActor );
  task.SetExclusive(true);
  task.SetCameraActor(mCameraActor);
  task.GetCameraActor().SetInvertYAxis(true);
  task.SetTargetFrameBuffer( mEffectImage );
  task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
  mRenderTaskRunning = true;
}
Esempio n. 2
0
  // The Init signal is received once (only) during the Application lifetime
  void Create( Application& application )
  {
    //std::cout << "HelloWorldController::Create" << std::endl;

    // Get a handle to the stage
    Stage stage = Stage::GetCurrent();

    //ImageActor bgActor = ImageActor::New(CreateBitmapImage(480, 800));
    Control  bgActor = Control::New();
    bgActor.SetSize(64 * STAGE_COL, 64 * STAGE_ROW);
    //bgActor.SetBackgroundColor(Vector4(.125f, .125f, .125f, 1.f));
    bgActor.SetBackgroundColor(Vector4(1.f, 1.f, 1.f, 1.f));
    bgActor.SetParentOrigin(ParentOrigin::CENTER);
    bgActor.SetAnchorPoint(AnchorPoint::CENTER);
    bgActor.SetZ(0.1f);
    //stage.Add(bgActor);

    ResourceImage spriteImage = ResourceImage::New(PUYO_IMAGE);

    // background
    {
      ResourceImage image = ResourceImage::New(BACKGROUND_IMAGE);
      ImageActor actor = ImageActor::New(image);
      actor.SetParentOrigin(ParentOrigin::BOTTOM_LEFT);
      actor.SetAnchorPoint(AnchorPoint::BOTTOM_LEFT);
      stage.Add(actor);
    }

    // sprites
    {
      ImageActor actor[STAGE_COL * STAGE_ROW];

      for (int i = 0; i < STAGE_ROW; i++)
      {
        for (int j = 0; j < STAGE_COL; j++)
        {
          actor[i * STAGE_COL + j] = ImageActor::New(spriteImage, PUYO_OFFSET[int(Random::Range(0.f, NUM_PUYO))]);
          actor[i * STAGE_COL + j].SetParentOrigin(ParentOrigin::BOTTOM_LEFT);
          actor[i * STAGE_COL + j].SetAnchorPoint(AnchorPoint::BOTTOM_LEFT);
          actor[i * STAGE_COL + j].SetX(i * 60.f);
          actor[i * STAGE_COL + j].SetY(j * -1.f * 60.f);
          actor[i * STAGE_COL + j].SetZ(0.1f);
          stage.Add(actor[i * STAGE_COL + j]);
        }
      }

#if 0
      Animation anim = Animation::New(1.f);

      for (int i = 0; i < STAGE_ROW; i++)
      {
        for (int j = 0; j < STAGE_COL; j++)
        {
          anim.MoveBy(actor[i * STAGE_COL + j], Vector3(0.f, j * _(7), 0.1f), AlphaFunctions::Bounce);
          anim.Resize(actor[i * STAGE_COL + j], _(32), _(25), AlphaFunctions::Bounce);
          anim.SetLooping(true);
        }
      }
      anim.Play();
#endif
    }

    {
      ImageActor actor = ImageActor::New(spriteImage, ImageActor::PixelArea(0, 224, 64, 64));
      actor.SetParentOrigin(ParentOrigin::CENTER);
      actor.SetAnchorPoint(AnchorPoint::CENTER);
      actor.SetSize(_(32), _(32));
      actor.SetZ(0.1f);
      //stage.Add(actor);
    }

    // Respond to a click anywhere on the stage
    stage.GetRootLayer().TouchedSignal().Connect( this, &HelloWorldController::OnTouch );
  }
Esempio n. 3
0
ImageActor CreateSolidColorActor( const Vector4& color, bool border, const Vector4& borderColor, const unsigned int borderSize )
{
  ImageActor image;
  if( borderSize > MAX_BORDER_SIZE )
  {
    return image;
  }

  const unsigned int bitmapWidth = borderSize * 2 + 2;
  bool needAlphaChannel = (color.a < 1.0f) || ( border && borderColor.a < 1.0f );
  BufferImage imageData;
  if( needAlphaChannel )
  {
    imageData = BufferImage::New( bitmapWidth, bitmapWidth, Pixel::RGBA8888 );
  }
  else
  {
    imageData = BufferImage::New( bitmapWidth, bitmapWidth, Pixel::RGB888 );
  }

  // Create the image
  PixelBuffer* pixbuf = imageData.GetBuffer();
  if( !pixbuf )
  {
    return image;
  }

  Vector4 outerColor = color;
  if ( border )
  {
    outerColor = borderColor;
  }

  // Using a (2 + border) x (2 + border) image gives a better blend with the GL implementation
  // than a (1 + border) x (1 + border) image
  const unsigned int bitmapSize = bitmapWidth * bitmapWidth;
  const unsigned int topLeft = bitmapWidth * borderSize + borderSize;
  const unsigned int topRight = topLeft + 1;
  const unsigned int bottomLeft = bitmapWidth * (borderSize + 1) + borderSize;
  const unsigned int bottomRight = bottomLeft + 1;

  if( needAlphaChannel )
  {
    for( size_t i = 0; i < bitmapSize; ++i )
    {
      if( i == topLeft ||
          i == topRight ||
          i == bottomLeft ||
          i == bottomRight )
      {
        pixbuf[i*4+0] = 0xFF * color.r;
        pixbuf[i*4+1] = 0xFF * color.g;
        pixbuf[i*4+2] = 0xFF * color.b;
        pixbuf[i*4+3] = 0xFF * color.a;
      }
      else
      {
        pixbuf[i*4+0] = 0xFF * outerColor.r;
        pixbuf[i*4+1] = 0xFF * outerColor.g;
        pixbuf[i*4+2] = 0xFF * outerColor.b;
        pixbuf[i*4+3] = 0xFF * outerColor.a;
      }
    }
  }
  else
  {
    for( size_t i = 0; i < bitmapSize; ++i )
    {
      if( i == topLeft ||
          i == topRight ||
          i == bottomLeft ||
          i == bottomRight )
      {
        pixbuf[i*3+0] = 0xFF * color.r;
        pixbuf[i*3+1] = 0xFF * color.g;
        pixbuf[i*3+2] = 0xFF * color.b;
      }
      else
      {
        pixbuf[i*3+0] = 0xFF * outerColor.r;
        pixbuf[i*3+1] = 0xFF * outerColor.g;
        pixbuf[i*3+2] = 0xFF * outerColor.b;
      }
    }
  }

  imageData.Update();
  image = ImageActor::New( imageData );
  image.SetParentOrigin( ParentOrigin::CENTER );

  if( border )
  {
    image.SetStyle( ImageActor::STYLE_NINE_PATCH );
    image.SetNinePatchBorder( Vector4::ONE * (float)borderSize * 2.0f );
  }

  return image;
}