예제 #1
0
void GameResultSuccess::playWingAction(void)
{
	auto NodeWing = (Node*)GameMainLayer::seekNodeByName(_myLayer, "NodeWing");
	NodeWing->setScale(1.2f);
	// 右流光效果
	auto imgLeftWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png");
	imgLeftWing->setAnchorPoint(Vec2(0, 0.5));

	Size clipSize = imgLeftWing->getContentSize();
	Sprite* spark = Sprite::create("FirstUIRes/Sptigeguang.png");
	spark->setScaleY(1.2f);
	//spark->setPosition(-clipSize.width, -50);

	ClippingNode* clippingLeftNode = ClippingNode::create();
	NodeWing->addChild(clippingLeftNode);

	clippingLeftNode->setAlphaThreshold(0.05f); //设置alpha闸值  
	clippingLeftNode->setContentSize(clipSize); //设置尺寸大小  

	clippingLeftNode->setStencil(imgLeftWing);   //设置模板stencil  
	clippingLeftNode->addChild(imgLeftWing, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小  
	clippingLeftNode->addChild(spark, 2);       //会被裁减  

	MoveTo* moveAction = MoveTo::create(1.0f, Vec2(clipSize.width, 0));
	MoveTo* moveBackAction = MoveTo::create(0.01f, Vec2(-clipSize.width, 0));
	spark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction, moveBackAction, NULL)));

	// 左流光效果
	auto imgRightWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png");
	imgRightWing->setFlipX(true);
	imgRightWing->setAnchorPoint(Vec2(1, 0.5));

	clipSize = imgRightWing->getContentSize();
	Sprite* rightspark = Sprite::create("FirstUIRes/Sptigeguang.png");
	rightspark->setFlipX(true);
	rightspark->setScaleY(1.2f);
	//spark->setPosition(-clipSize.width, -50);

	ClippingNode* clippingRightNode = ClippingNode::create();
	NodeWing->addChild(clippingRightNode);

	clippingRightNode->setAlphaThreshold(0.05f); //设置alpha闸值  
	clippingRightNode->setContentSize(clipSize); //设置尺寸大小  

	clippingRightNode->setStencil(imgRightWing);   //设置模板stencil  
	clippingRightNode->addChild(imgRightWing, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小  
	clippingRightNode->addChild(rightspark, 2);       //会被裁减  

	MoveTo* moveAction1 = MoveTo::create(1.0f, Vec2(-clipSize.width, 0));
	MoveTo* moveBackAction1 = MoveTo::create(0.01f, Vec2(clipSize.width, 0));
	rightspark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction1, moveBackAction1, NULL)));
}
bool HelloWorld::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    visibleSize = Director::getInstance()->getVisibleSize();
	winSize = Director::getInstance()->getWinSize();
    origin = Director::getInstance()->getVisibleOrigin();


	Sprite* bg = Sprite::create("HelloWorld.png");
	bg->setPosition(visibleSize / 2);
	//this->addChild(bg, -1);


	Sprite* gameTitle = Sprite::create("game_title.png");

	Size clipSize = gameTitle->getContentSize();

	Sprite* spark = Sprite::create("spark.png");
	spark->setPosition(-clipSize.width, 0);


	ClippingNode* clippingNode = ClippingNode::create();
	clippingNode->setAlphaThreshold(0);
	clippingNode->setContentSize(clipSize);
	clippingNode->setPosition(visibleSize / 2);
	this->addChild(clippingNode);


	clippingNode->setStencil(gameTitle);   //设置模板

	clippingNode->addChild(gameTitle, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小
	clippingNode->addChild(spark,2);       //会被裁减
	

	MoveTo* moveAction = MoveTo::create(2.0f, Vec2(clipSize.width, 0));
	MoveTo* moveBackAction = MoveTo::create(2.0f, Vec2(-clipSize.width, 0));
	Sequence* seq = Sequence::create(moveAction, moveBackAction, NULL);
	RepeatForever* repeatAction = RepeatForever::create(seq);
	spark->runAction(repeatAction); //进行左右移动的重复动作

    return true;
}
예제 #3
0
파일: GLView.cpp 프로젝트: wuqiang22/opengl
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();

	}
}
예제 #4
0
bool ExorbitanceScene::init()
{
    if(!Layer::init()) {
        return false;
    }
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile(HERO_PICTURE_PLIST);
    std::string df = FileUtils::getInstance()->getWritablePath() + SAVEYOURSISTERSQL;
    if(!FileUtils::getInstance()->isFileExist(df))
    {
        log("There is a sqlite!");
    }
    else
    {
        std::string fe = FileUtils::getInstance()->fullPathForFilename(SAVEYOURSISTERSQL);
        std::string df = FileUtils::getInstance()->getWritablePath() + SAVEYOURSISTERSQL;
        log("database path == %s", df.c_str());
        fileCopy(fe.c_str(),df.c_str());
    }
    //数据库操作
    opendb();
    querySkillDb();
    queryHeroDb();
    queryGearDb();
    //开始界面显示
    Size vSize = Director::getInstance()->getVisibleSize();
    //背景
    Sprite * ground = Sprite::create("startground.png");
    ground->setPosition(vSize/2);
    this->addChild(ground);
    //进入游戏按钮实现
    Vec2 vOrigin = Director::getInstance()->getVisibleOrigin();
    ClippingNode * cl = ClippingNode::create();
    cl->setAlphaThreshold(0.5f);
    cl->setAnchorPoint(Vec2(0.5,0.5));
    this->addChild(cl);
    auto l1 = Label::createWithTTF("SAVE,YOUR,SISTER","Marker Felt.ttf",80,Size::ZERO,
                                   TextHAlignment::CENTER);
    l1->setColor(Color3B::BLACK);
    l1->setPosition(400,500);
    cl->addChild(l1);
    auto sp = Sprite::create("Orb_Icons_003.png");
    sp->setPosition(l1->getPosition().x - l1->getContentSize().width/2,l1->getPositionY());
    cl->setStencil(sp);
    auto mv = MoveBy::create(fabsf(vSize.width/100),Vec2(vSize.width-l1->getPositionX(),0));
    sp->runAction(RepeatForever::create(Sequence::create(mv,mv->reverse(),NULL)));
    auto bg = Sprite::create("jnm.png");
    bg->setPosition(300,300);
    this->addChild(bg);
    auto lb = Label::createWithTTF("Please Click On The Screen","Marker Felt.ttf",30,Size::ZERO,
                                   TextHAlignment::CENTER);
    lb->setPosition(600,300);
    lb->setColor(Color3B::BLACK);
    lb->runAction(RepeatForever::create(Sequence::create(FadeIn::create(0.8),FadeOut::create(0.8),NULL)));
    this->addChild(lb);
    auto listen = EventListenerTouchOneByOne::create();
    listen->onTouchBegan = [=](Touch *t,Event *e) {
        auto scene = StartScene::createScene();
        Director::getInstance()->replaceScene(scene);
        SimpleAudioEngine::getInstance()->playEffect("select.wav");
        return true;
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);

    return true;
}