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); }
BallSprite *BallSprite::createParticleSprite(Node *parent ,b2World *world, b2ParticleSystem *particleSystem, b2ParticleGroup *particleGroup,const std::string& filename) { BallSprite* pInstance = (BallSprite *)Sprite::create(); //BallSprite* pInstance = BallSprite::createBallSprite(parent,world,filename); pInstance->setTexture(filename); parent->addChild(pInstance); // 描画用ノードの作成 DrawNode* draw = DrawNode::create(); draw->setPosition(Vec2(0, 0)); pInstance->addChild(draw); /* 円の描画 */ draw->drawDot(Vec2(pInstance->getBallRadius()/2, pInstance->getBallRadius()/2), // 中心 pInstance->getBallRadius(), // 半径 Color4F(1, 0.5f, 0, 200) // 色 ); particleSystem->SetRadius(getBallRadius()*1.2/PTM_RATIO); b2ParticleDef particleDef; //パーティクルの寿命 //particleDef.lifetime = 2.0f; //particleDef.flags = b2_dynamicBody; particleDef.flags = b2_waterParticle; particleDef.flags |= b2_destructionListenerParticle; particleDef.color = b2ParticleColor(100,150,255,255); //particleDef.velocity.y = -100; //グループへのポインタを渡しておく事でそのグループ内で管理する事ができる。 particleDef.group = particleGroup; particleDef.flags = b2_waterParticle; //void** userdata = particleSystem->GetUserDataBuffer(); particleDef.userData = pInstance; particleSystem->CreateParticle(particleDef); return pInstance; }
void HelloWorld::drawCircle(const Point& location) { DrawNode *circle = DrawNode::create(); circle->drawDot(location, 10, Color4F::BLACK); this->addChild(circle); }
void GeographicUtility::drawDot(cocos2d::Layer* layer, Vec2 position) { DrawNode* node = DrawNode::create(); node->drawDot(Vec2(0, 0), 10, Color4F(1.0f, 0.0f, 0.0f, 0.5f)); node->setPosition(position); layer->addChild(node, GeographicUtility::DRAW_DOT_DEPTH); }
static void DrawDot(cpFloat size, cpVect pos, cpSpaceDebugColor color, cpDataPointer data) { const Color4F dotColor(color.r, color.g, color.b, color.a); DrawNode* drawNode = static_cast<DrawNode*>(data); drawNode->drawDot(PhysicsHelper::cpv2point(pos), 2, dotColor); }