KDvoid GestureShapeLayer::draw ( KDvoid ) { // Set line width. ccLineWidth ( 4.0f ); // Set point size ccPointSize ( 16 ); // Set color to blue ccDrawColor4B ( 255, 0, 0, 255 ); // We either draw a circle or a series of lines if ( m_bDrawCircle ) { // Draw a circle using circleRect information ccDrawCircle ( m_tCircleRect.origin, m_tCircleRect.size.cx, 0.0f, 100, KD_FALSE ); } else if ( m_bDrawLines ) { // Draw all lines for ( KDuint i = 0; i < m_pLines->count ( ); i++ ) { GestureLine* pLine = (GestureLine*) m_pLines->objectAtIndex ( i ); ccDrawLine ( pLine->getPoint1 ( ), pLine->getPoint2 ( ) ); } } // Restore original values ccLineWidth ( 1 ); ccDrawColor4B ( 255, 255, 255, 255 ); ccPointSize ( 1 ); }
/// Draw layer KDvoid Ch7_SideScrollingPathfinding::drawLayer ( KDvoid ) { // Draw waypoints ccDrawColor4B ( 255, 255, 0, 128 ); b2Vec2 tPosition = m_pActor->getBody ( )->GetPosition ( ); CCPoint tActorPosition = ccp ( tPosition.x * PTM_RATIO, tPosition.y * PTM_RATIO ); CCArray* pWaypoints = m_pActor->getWaypoints ( ); if ( pWaypoints->count ( ) == 1 ) { GameWaypoint* pWaypoint = (GameWaypoint*) pWaypoints->objectAtIndex ( 0 ); ccDrawLine ( tActorPosition, pWaypoint->getPosition ( ) ); } else if ( pWaypoints->count ( ) > 1 ) { for ( KDuint i = 0; i < pWaypoints->count ( ) - 1; i++ ) { GameWaypoint* pWaypoint = (GameWaypoint*) pWaypoints->objectAtIndex ( i ); GameWaypoint* pWaypointNext = (GameWaypoint*) pWaypoints->objectAtIndex ( i + 1 ); if ( i == 0 ) { // From actor to first waypoint ccDrawLine ( tActorPosition, pWaypoint->getPosition ( ) ); ccDrawLine ( pWaypoint->getPosition ( ), pWaypointNext->getPosition ( ) ); } else { // From this waypoint to next one ccDrawLine ( pWaypoint->getPosition ( ), pWaypointNext->getPosition ( ) ); } } } // Draw AStarNodes for ( KDuint i = 0; i < m_pNodes->count ( ); i++ ) { // Draw node SSAStarNode* pNode = (SSAStarNode*) m_pNodes->objectAtIndex ( i ); ccDrawColor4B ( 255, 255, 255, 128 ); ccDrawPoint ( pNode->getPosition ( ) ); // Draw neighbor lines (there is going to be a lot of them) for ( KDuint j = 0; j < pNode->getNeighbors ( )->count ( ); j++ ) { SSNeighborNode* pNeighbor = (SSNeighborNode*) pNode->getNeighbors ( )->objectAtIndex ( j ); ccDrawColor4B ( 128, 128, 128, 64 ); ccDrawLine ( pNode->getPosition ( ), pNeighbor->getNode ( )->getPosition ( ) ); } } }
void DebugDraw::draw(Renderer *renderer, const Mat4& transform, uint32_t flags) { int c = m_lines->size(); for (int i = 0; i < c; i++) { DebugLine line = m_lines->at(i); ccDrawColor4B(line.r, line.g, line.b, 255); ccDrawLine(line.pt1, line.pt2); } c = m_points->size(); for (int i = 0; i < c; i++) { DebugPoint pt = m_points->at(i); ccDrawColor4B(pt.r, pt.g, pt.b, 255); ccDrawPoint(pt.pt); } c = m_circles->size(); for (int i = 0; i < c; i++) { DebugCircle ci = m_circles->at(i); ccDrawColor4B(ci.r, ci.g, ci.b, 255); ccDrawCircle(ci.pt, ci.radius, 0, 100, false, 1, 1); } c = m_rects->size(); for (int i = 0; i < c; i++) { DebugRect ci = m_rects->at(i); ccDrawSolidRect(ci.pt1, ci.pt2, ci.color); } /* // size chart int totalLines = (m_visibleRectRightTop.x - m_visibleRectLeftBottom.x ) / 10; int colorIndex = 0; for (int i = m_visibleRectLeftBottom.x; i < m_visibleRectRightTop.x; i+= 10) { switch (colorIndex) { case 0: ccDrawColor4B(255, 255, 255, 255); break; case 1: ccDrawColor4B(255, 0, 0, 255); break; case 2: ccDrawColor4B(0, 255, 0, 255); break; case 3: ccDrawColor4B(0, 0, 255, 255); break; } colorIndex += (colorIndex == 3) ? -3 : 1; ccDrawLine(ccp (i, 0), ccp (i, i/m_visibleRectRightTop.x * m_visibleRectRightTop.y)); } */ }
void Gleed2DLayer::draw() { SpriteBatchNode::draw(); ccDrawInit(); int numItem=_layerInfo->Items->count(); for(int i=0;i<numItem;i++) { Gleed2DItem * item=(Gleed2DItem *)_layerInfo->Items->getObjectAtIndex(i); switch (item->_itemType) { case GLEED2D_ITEM_CIRCLE: { Gleed2DCircleItem * circleItem=(Gleed2DCircleItem *)item; ccDrawColor4B(circleItem->FillColor.r,circleItem->FillColor.g,circleItem->FillColor.b,circleItem->FillColor.a); ccDrawSolidCircle(Point(circleItem->Position.x,-(circleItem->Position.y)) ,circleItem->Radius ,0 ,25 ); }break; case GLEED2D_ITEM_RECTANGLE: { Gleed2DRectangleItem * rectItem=(Gleed2DRectangleItem *)item; ccDrawColor4B(rectItem->FillColor.r,rectItem->FillColor.g,rectItem->FillColor.b,rectItem->FillColor.a); ccDrawSolidRect(Point(rectItem->Position.x,-(rectItem->Position.y)) ,Point(rectItem->Position.x+rectItem->Width,-(rectItem->Position.y)-rectItem->Height) ,Color4F(rectItem->FillColor)); }break; case GLEED2D_ITEM_PATH: { Gleed2DPathItem * pathItem=(Gleed2DPathItem *)item; int numPoint=pathItem->WorldPoints.size()-1; ccDrawColor4B(pathItem->LineColor.r,pathItem->LineColor.g,pathItem->LineColor.b,pathItem->LineColor.a); float old_width; glGetFloatv(GL_LINE_WIDTH,&old_width); glLineWidth(pathItem->LineWidth); for(int i=0;i<numPoint;i++) { ccDrawLine(Point(pathItem->WorldPoints[i].x,-(pathItem->WorldPoints[i].y)) ,Point(pathItem->WorldPoints[i+1].x,-(pathItem->WorldPoints[i+1].y))); } glLineWidth(old_width); }break; default: break; } } ccDrawFree(); }
void CCSkeleton::draw () { CC_NODE_DRAW_SETUP(); ccGLBlendFunc(blendFunc.src, blendFunc.dst); ccColor3B color = getColor(); skeleton->r = color.r / (float)255; skeleton->g = color.g / (float)255; skeleton->b = color.b / (float)255; skeleton->a = getOpacity() / (float)255; quadCount = 0; for (int i = 0, n = skeleton->slotCount; i < n; i++) if (skeleton->slots[i]->attachment) Attachment_draw(skeleton->slots[i]->attachment, skeleton->slots[i]); if (atlas) atlas->drawNumberOfQuads(quadCount); if (debugSlots) { // Slots. ccDrawColor4B(0, 0, 255, 255); glLineWidth(1); CCPoint points[4]; for (int i = 0, n = skeleton->slotCount; i < n; i++) { if (!skeleton->slots[i]->attachment) continue; ccV3F_C4B_T2F_Quad* quad = &((Cocos2dxRegionAttachment*)skeleton->slots[i]->attachment)->quad; points[0] = ccp(quad->bl.vertices.x, quad->bl.vertices.y); points[1] = ccp(quad->br.vertices.x, quad->br.vertices.y); points[2] = ccp(quad->tr.vertices.x, quad->tr.vertices.y); points[3] = ccp(quad->tl.vertices.x, quad->tl.vertices.y); ccDrawPoly(points, 4, true); } } if (debugBones) { // Bone lengths. glLineWidth(2); ccDrawColor4B(255, 0, 0, 255); for (int i = 0, n = skeleton->boneCount; i < n; i++) { Bone *bone = skeleton->bones[i]; float x = bone->data->length * bone->m00 + bone->worldX; float y = bone->data->length * bone->m10 + bone->worldY; ccDrawLine(ccp(bone->worldX, bone->worldY), ccp(x, y)); } // Bone origins. ccPointSize(4); ccDrawColor4B(0, 0, 255, 255); // Root bone is blue. for (int i = 0, n = skeleton->boneCount; i < n; i++) { Bone *bone = skeleton->bones[i]; ccDrawPoint(ccp(bone->worldX, bone->worldY)); if (i == 0) ccDrawColor4B(0, 255, 0, 255); } } }
void RippleNode::draw() { CCNodeRGBA::draw(); ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ccDrawInit(); ccDrawColor4B(getColor().r, getColor().g, getColor().b, getOpacity()); glLineWidth(3.f * SCREEN_SCALE()); ccPointSize(3.f * SCREEN_SCALE() * 0.5f); Rig rig; rig.reserve(RIG_VERTEXES()); for(int i = 0; i < RIG_VERTEXES(); i++) { CCPoint vertex = ccpRotateByAngle(CCPointMake(0, 200.f * SCREEN_SCALE()), CCPointZero, M_PI * 2 * i / RIG_VERTEXES() + getRotation()); rig.push_back(vertex); } ccDrawPoly(&rig[0], rig.size(), true); ccDrawPoint(CCPointZero); ccDrawFree(); ccGLBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); CC_INCREMENT_GL_DRAWS(1); }
void CCLineNode::draw() { const ccColor3B& tColor(getColor()); ccDrawColor4B(tColor.r, tColor.g, tColor.b, getOpacity()); CCPoint tOrigin(isIgnoreAnchorPointForPosition() ? CCPointZero : getAnchorPointInPoints()); ccDrawLine(tOrigin, ccpShift(tOrigin, getContentSize())); }
bool CardBase::ccTouchBegan(Touch* touch, Event* event) { glLineWidth(16); ccDrawColor4B(255,0,0,255); Point vertices[] = { Point(0, 0), Point(50, 50), Point(100, 50), Point(100, 100) }; ccDrawPoly(vertices, 4, true); //glLineWidth(16); //ccDrawColor4B(0, 255, 0, 255); //ccDrawCircle( VisibleRect::center(), 100, 0, 10, false); Size s = getbackGround()->getContentSize(); DrawNode *draw = DrawNode::create(); addChild(draw, 10); // Draw polygons Point points[] = { Point(s.height/4,0), Point(s.width,s.height/5), Point(s.width/3*2,s.height) }; draw->drawPolygon(points, sizeof(points)/sizeof(points[0]), Color4F(1,0,0,0.5), 0, Color4F(0,0,0,0)); // Draw segment //draw->drawSegment(ccp(20,s.height), ccp(20,s.height/2), 10, ccc4f(0, 1, 0, 0.5)); //draw->drawSegment(ccp(10,s.height/2), ccp(s.width/2, s.height/2), 40, ccc4f(1, 0, 1, 0.5)); // this->addChild(shadow); // addChild(shadow); CCLog("ccTouchBegan"); return true; }
void SP_Block::draw() { CCSprite::draw(); ccDrawColor4B(255, 255, 255, 255); ccDrawRect(ccp(0, 0), ccp(m_rcBB.size.width, m_rcBB.size.height)); }
void Planet::drawSelection() { ccDrawColor4B(255, 255, 255, 255); glLineWidth(3); ccDrawCircle(getPosition(), _radius, CC_DEGREES_TO_RADIANS(360), 50, false); }
void MultiFishAITestScene::debugDraw() { ccDrawColor4B(255,0,0,255); CCRect drawRect = CCRectMake(20.f,20.0f,760.0f,440.0f); CCPoint dstPt = drawRect.origin+ccp(drawRect.size.width,drawRect.size.height); ccDrawRect(drawRect.origin,dstPt); }
virtual void draw() { ccDrawColor4B(m_TouchColor.r, m_TouchColor.g, m_TouchColor.b, 255); glLineWidth(3); ccDrawLine( ccp(0, 5), ccp(getContentSize().width, 5) );//2个坐标为画线的字父节点中的起点坐标和终点坐标 glLineWidth(1); }
void TicTacToe::draw() { CHECK_GL_ERROR_DEBUG(); glLineWidth(lineWidth); ccDrawColor4B(0,0,0,255); ccDrawLine( ccp(center.x-halfMark-lineWidth, center.y-halfMark-markSize-lineWidth), ccp(center.x-halfMark-lineWidth, center.y+halfMark+markSize+lineWidth) ); ccDrawLine( ccp(center.x+halfMark, center.y-halfMark-markSize-lineWidth), ccp(center.x+halfMark, center.y+halfMark+markSize+lineWidth) ); ccDrawLine( ccp(center.x-halfMark-markSize, center.y-halfMark-lineWidth), ccp(center.x+halfMark+markSize, center.y-halfMark-lineWidth) ); ccDrawLine( ccp(center.x-halfMark-markSize, center.y+halfMark), ccp(center.x+halfMark+markSize, center.y+halfMark) ); glLineWidth(1); ccDrawLine(ccp(center.x, VisibleRect::leftTop().y), ccp(center.x, VisibleRect::leftBottom().y)); ccDrawLine(ccp(VisibleRect::leftTop().x, center.y), ccp(VisibleRect::rightTop().x, center.y)); glLineWidth(1); ccDrawColor4B(0,255,0,255); //for (int i = 1; i <= 3; i++) { // for (int j = 1; j <= 3; j++) { // CCPoint a = m1->getCoordsForPosition(j,i); // ccDrawLine(ccp(a.x, VisibleRect::leftTop().y), ccp(a.x, VisibleRect::leftBottom().y)); // ccDrawLine(ccp(VisibleRect::leftTop().x, a.y), ccp(VisibleRect::rightTop().x, a.y)); // } //} ccDrawLine(ccp(board00.x, VisibleRect::leftTop().y), ccp(board00.x, VisibleRect::leftBottom().y)); ccDrawLine(ccp(VisibleRect::leftTop().x, board00.y), ccp(VisibleRect::rightTop().x, board00.y)); if (foundWinner) { glLineWidth(10); ccDrawColor4B(255,0,0,255); ccDrawLine(winnerStart, winnerEnd); } }
void GGameLayerBase::draw() { CCLayer::draw(); //return; glLineWidth(1.5); CCRect dataRect; CCArray* arraychildren= _spriteLayer->getChildren(); CCObject *obj=NULL; CCARRAY_FOREACH(arraychildren,obj) { ActionSprite *sprite=(ActionSprite*)obj; ccDrawColor4B(255, 0, 0, 255); dataRect=sprite->GetHitbox(); ccDrawRect(dataRect.origin,ccp(dataRect.getMaxX(),dataRect.getMaxY())); ccDrawColor4B(0, 255, 0, 255); dataRect=sprite->GetAttackBox(); ccDrawRect(dataRect.origin,ccp(dataRect.getMaxX(),dataRect.getMaxY())); }
virtual void draw() { ccDrawColor4B(m_TouchColor.r, m_TouchColor.g, m_TouchColor.b, 255); glLineWidth(10); ccDrawLine( ccp(0, m_pTouchPoint.y), ccp(getContentSize().width, m_pTouchPoint.y) ); ccDrawLine( ccp(m_pTouchPoint.x, 0), ccp(m_pTouchPoint.x, getContentSize().height) ); glLineWidth(1); ccPointSize(30); ccDrawPoint(m_pTouchPoint); }
virtual KDvoid draw ( KDvoid ) { ccDrawColor4B ( m_tTouchColor.r, m_tTouchColor.g, m_tTouchColor.b, 200 ); ccLineWidth ( 10 ); ccDrawLine ( ccp ( 0, m_tTouchPoint.y ), ccp ( getContentSize ( ).cx, m_tTouchPoint.y ) ); ccDrawLine ( ccp ( m_tTouchPoint.x, 0 ), ccp ( m_tTouchPoint.x, getContentSize ( ).cy ) ); glLineWidth ( 1 ); ccPointSize ( 30 ); ccDrawPoint ( m_tTouchPoint ); }
void Barrier::draw() { if(_isDisappear) return; float innerR,outerR; innerR = _parameter.innerR - GameScene::sharedInstance()->movedLength; outerR = _parameter.outerR - GameScene::sharedInstance()->movedLength; if(outerR <= 0.1) { //这句话可能造成屏幕闪烁 //this->removeFromParent(); //使用disappear()函数防止屏幕卡顿 disappear(); return; } if(innerR > 0.1) { CCSize size = CCDirector::sharedDirector()->getWinSize(); ccDrawColor4B(146, 10, 36, 255); ccDrawAnnulus(ccp(0,0), innerR*size.width/2, outerR*size.width/2, CC_DEGREES_TO_RADIANS((_parameter.end-_parameter.start)*60), 20); } else if(outerR > 0.1) { innerR = 0.1; CCSize size = CCDirector::sharedDirector()->getWinSize(); if(_parameter.outerR > _parameter.innerR) { ccDrawColor4B(146, 10, 36, 255); ccDrawAnnulus(ccp(0,0), innerR*size.width/2, outerR*size.width/2, CC_DEGREES_TO_RADIANS((_parameter.end-_parameter.start)*60), 20); } } //在这里做碰撞检测 if(detactCollision()) { GameScene::sharedInstance()->gameOver(); } //glLineWidth(_outerRadius-_innerRadius);效果不好 //ccDrawArc(ccp(0,0), _innerRadius, CC_DEGREES_TO_RADIANS((_end-_start)*60), 100, false); //ccDrawArc(ccp(0,0), _outerRadius, CC_DEGREES_TO_RADIANS((_end-_start)*60), 100, false); }
void GridLayer::DrawGridLines() { // Draw the lines for(int idx = 0; idx < _pixelLines.size(); idx++) { ccDrawColor4B(20, 20, 128, 90); ccDrawCircle(_pixelLines[idx].start, 2, 0, 16, false, 1.0, 1.0); ccDrawCircle(_pixelLines[idx].end, 2, 0, 16, false, 1.0, 1.0); ccDrawLine(ccp(_pixelLines[idx].start.x,_pixelLines[idx].start.y), ccp(_pixelLines[idx].end.x,_pixelLines[idx].end.y) ); } }
void BWDrawLayer::draw() { ccDrawColor4B(0,255,0,255); const int nNum = _vDrawPos.size(); Point * PosArray = new Point[nNum]; for(int i=0;i<nNum;++i) { PosArray[i] = _vDrawPos[i]; } ccDrawSolidPoly(PosArray, nNum, Color4F(0,0,0,255) ); }
void line::draw() { CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); glLineWidth(2.0f); ccDrawColor4B(0, 0, 0, 255); ccDrawLine(ccp(origin.x+visibleSize.width/4-WIDTH/2, origin.y+visibleSize.height*2/3+HIGHT/2), ccp(origin.x+visibleSize.width*3/4+WIDTH/2, origin.y+visibleSize.height*2/3+HIGHT/2)); ccDrawLine(ccp(origin.x+visibleSize.width/4-WIDTH/2, origin.y+visibleSize.height*2/3-HIGHT/2), ccp(origin.x+visibleSize.width*3/4+WIDTH/2, origin.y+visibleSize.height*2/3-HIGHT/2)); }
void GameObject::draw() { ccDrawColor4B(0, 255, 255, 255); CCRect r = this->adjustedBoundingBox(); float xOffset = r.size.width * 0.1f; float yOffset = r.size.height * 0.3f; ccDrawRect( ccp(xOffset, yOffset), ccp(r.size.width, r.size.height) ); CHECK_GL_ERROR_DEBUG(); }
void GestureScene::draw() { if(isOnTouch) { ccPointSize(15); ccDrawColor4B(255, 255, 0, 64); if(mPoints.size() > 0) { glLineWidth( 50.0f ); ccDrawPoint(mPoints[0]); for(int i=1; i<mPoints.size(); i++) ccDrawLine(mPoints[i-1], mPoints[i]); } } }
void MapEditLayer::draw() { CCLayerColor::draw(); ccDrawColor4B(0,255,255,255); CHECK_GL_ERROR_DEBUG(); for (int i = 0; i<9; i++) { ccDrawLine(ccp(30 +i*32, 100), ccp(30 +i*32,100 + 6* 32)); } for (int j = 0; j< 7; j++) { ccDrawLine(ccp(30, 100 + j*32), ccp(30 + 8*32,100 + j*32)); } }
void CGameTableViewCell::draw() { CCTableViewCell::draw(); // draw bounding box CCPoint pos = getPosition(); CCSize size = CCSizeMake(GAME_ICON_WIDTH, GAME_ICON_HEIGHT); CCPoint vertices[4]={ ccp(pos.x+1, pos.y+1), ccp(pos.x+size.width-1, pos.y+1), ccp(pos.x+size.width-1, pos.y+size.height-1), ccp(pos.x+1, pos.y+size.height-1), }; ccDrawColor4B(0, 0, 255, 255); ccDrawPoly(vertices, 4, true); }
KDvoid Ch7_GridPathfinding::drawLayer ( KDvoid ) { // If we have less than two nodes in our path we return if ( !m_pFoundPath || m_pFoundPath->count ( ) < 2 ) { return; } ccDrawColor4B ( 0, 0, 255, 255 ); // Draw all edges of the path for ( KDuint i = 0; i < m_pFoundPath->count ( ) - 1; i++ ) { CCPoint tPoint1 = ( (CCPointValue*) m_pFoundPath->objectAtIndex ( i ) )->getValue ( ); CCPoint tPoint2 = ( (CCPointValue*) m_pFoundPath->objectAtIndex ( i + 1 ) )->getValue ( ); ccDrawLine ( tPoint1, tPoint2 ); } }
void CCRectNode::draw() { const ccColor3B& tColor(getColor()); CCPoint tOrigin(isIgnoreAnchorPointForPosition() ? CCPointZero : getAnchorPointInPoints()); CCPoint tDestination(ccpShift(tOrigin, getContentSize())); if (m_bFill) { ccColor4F tColor4F(ccc4FFromccc3B(tColor)); tColor4F.a = getOpacity() / 255.0f; ccDrawSolidRect(tOrigin, tDestination, tColor4F); } else { ccDrawColor4B(tColor.r, tColor.g, tColor.b, getOpacity()); ccDrawRect(tOrigin, tDestination); } }
void CPrimitiveScene::draw() { CCCamera* pCamera = CCDirector::sharedDirector()->getRunningScene()->getCamera(); pCamera->setEyeXYZ(0,0,10); pCamera->setCenterXYZ(-50.0f, -50.0f, 0); // open yellow poly ccDrawColor4B(255, 255, 0, 255); glLineWidth(10); ccVertex3F vertices[] = { vertex3(0,0,0), vertex3(50,50,0), vertex3(100,50,0), vertex3(100,100,0), vertex3(50,100,0.1) }; s_pShader->use(); s_pShader->setUniformForModelViewProjectionMatrix(); s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1); ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position ); int numberOfPoints = 5; // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed ccVertex3F* newPoli = new ccVertex3F[numberOfPoints]; // iPhone and 32-bit machines optimization if( sizeof(CCPoint) == sizeof(ccVertex3F) ) { glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, vertices); } else { // Mac on 64-bit for( unsigned int i=0; i<numberOfPoints;i++) { newPoli[i] = vertex3( vertices[i].x, vertices[i].y, vertices[i].z ); } glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, 0, newPoli); } glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints); CC_SAFE_DELETE_ARRAY(newPoli); CC_INCREMENT_GL_DRAWS(1); }
KDvoid Waypoint::draw ( KDvoid ) { // Uncomment to draw waypoint circles and lines between them. For debug purpose only. ccDrawColor4B ( 128, 128, 0, 64 ); CCPoint tLocalCenter = CCNode::convertToNodeSpace ( this->getPosition ( ) ); ccDrawCircle ( tLocalCenter, 6, 360, 30, KD_FALSE ); ccDrawCircle ( tLocalCenter, 2, 360, 30, KD_FALSE ); if ( m_pNextWaypoint ) { CCPoint tNextWpPos = CCNode::convertToNodeSpace ( m_pNextWaypoint->getPosition ( ) ); ccDrawLine ( tLocalCenter, tNextWpPos ); } CCNode::draw ( ); }
void CCRichAtlas::draw() { if ( m_dirty ) { this->updateRichRenderData(); } CCAtlasNode::draw(); #if CCRICH_DEBUG // atlas bounding box const CCSize& s = this->getContentSize(); CCPoint vertices[4]={ ccp(0,0),ccp(s.width,0), ccp(s.width,s.height),ccp(0,s.height), }; ccDrawColor4B(0x00, 0xff, 0x00, 0xff); ccDrawPoly(vertices, 4, true); #endif }
void DrawNode::draw() { ccDrawColor4B(ccRED.r,ccRED.g,ccRED.b,255); glLineWidth(2); if(1 == m_inflectionpointCount) { ccDrawLine(m_startPoint,m_endPoint); } else if (2 == m_inflectionpointCount) { ccDrawLine(m_startPoint,m_inflectionpoint1); ccDrawLine(m_inflectionpoint1,m_endPoint); } else if (3 == m_inflectionpointCount) { ccDrawLine(m_startPoint,m_inflectionpoint1); ccDrawLine(m_inflectionpoint1,m_inflectionpoint2); ccDrawLine(m_inflectionpoint2,m_endPoint); } }