蒙板,局部高亮可点的用处大多是在新手引导的时候,引导玩家一步一步的走游戏的操作流程。
之前写了一个cocos2d-iphone的版本,因为设置成圆角的,比较美观,如果不用圆角,可以直接把Sprite改成layercolor,这个版本的缺点是每步都需要美术出一个资源(如果每步的点击区域大小不一样的话),现在这个版本是直接设置大小即可。
这个版本的设计思路是,用layercolor,先把高亮的区域设置好了,然后在layercolor的四个角加上一个小圆角的sprite,这样就不用每步都需要美术出资源了。可以随意的设置高亮区域的大小。本来想直接不用sprite,直接找个方法设置layercolor的圆角的,没找到合适的方法,如果大家有比较合适的更简便的方法,欢迎拍砖。
原理是:渲染的时候,使用异步混合渲染。ccBlendFunc
不多说,直接上代码
为了获取点击事件,所以继承了 CCTargetedTouchDelegate,把touch的权限设置为最高。
//.h
#ifndef Good_PlayGuide_h
#define Good_PlayGuide_h
#include "cocos2d.h"
using namespace cocos2d;
class PlayerGuide:public CCSprite , public CCTargetedTouchDelegate
{
public:
PlayerGuide();
virtual ~PlayerGuide();
virtual bool init();
virtual void onEnter();
virtual void onExit();
virtual bool ccTouchBegan(CCTouch *touch, CCEvent *event);
virtual void ccTouchMoved(CCTouch *touch, CCEvent *event);
virtual void ccTouchEnded(CCTouch *touch, CCEvent *event);
void onSetSpriteAndPosition(float width,float height,CCPoint point);
CCLayerColor *m_layer; // color layer
float m_layerWidth; //layer width
float m_layerHeight; // layer height
CCRenderTexture *m_pTarget; // render texture
};
#endif
#include
#include "PlayerGuide.h"
PlayerGuide::PlayerGuide()
{
m_layerWidth = 0.0f;
m_layerHeight = 0.0f;
}
PlayerGuide::~PlayerGuide()
{
}
bool PlayerGuide::init()
{
if (!CCSprite::init()) {
return false;
}
return true;
}
void PlayerGuide::onEnter()
{
//since v2.0
// CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, -201, true);
//当进入这个对象时,设置touch事件的响应权限,menu的响应级别是-128,我们要获取比这个要高的权限,(设置的数值越低,权限越高)
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, -201, true);
CCSprite::onEnter();
}
void PlayerGuide::onExit()
{
//since v2.0
// CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
//退出时,把touch响应的事件 移除
CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
CCSprite::onExit();
}
#pragma mark --------------------------setSpriteAndPosition----------------------------
/*******************************************************************************
*@param width 设置高亮区域的宽度,height 高亮区域的高度,point 设置layer的position
*
*
*******************************************************************************/
void PlayerGuide::onSetSpriteAndPosition(float width,float height, CCPoint point)
{
if (width != 0 && height != 0) {
m_layerWidth = width;
m_layerHeight = height;
m_layer = CCLayerColor::layerWithColorWidthHeight(ccc4(0x00, 0x00, 0x00, 0xff), width, height);
m_layer->retain();
ccBlendFunc ccb = {GL_ZERO,GL_ONE_MINUS_SRC_ALPHA};
m_layer->setBlendFunc(ccb);
m_layer->setPosition(point);
CCSprite *topright = CCSprite::spriteWithFile("yourfile");//自己设置圆角的小图,如果不需要圆角,可以直接把sprite去掉
topright->getTexture()->setAliasTexParameters();
ccBlendFunc cbf = {GL_ONE,GL_ONE_MINUS_DST_ALPHA};
topright->setBlendFunc(cbf);
topright->setPosition(ccp(m_layer->getContentSize().width - topright->getContentSize().width/2,m_layer->getContentSize().height - topright->getContentSize().height/2));
topright->setOpacity(255*0.5);
m_layer->addChild(topright,1);
CCSprite *topleft = CCSprite::spriteWithFile(IMG_PATH(IMAGE_PLAYERGUIDE_ROUNDED));
topleft->getTexture()->setAliasTexParameters();
ccBlendFunc cbf1 = {GL_ONE,GL_ONE_MINUS_DST_ALPHA};
topleft->setBlendFunc(cbf1);
topleft->setPosition(ccp(topleft->getContentSize().width/2,m_layer->getContentSize().height - topleft->getContentSize().height/2));
topleft->setOpacity(255*0.5);
topleft->setFlipX(true);
m_layer->addChild(topleft,1);
CCSprite *buttomleft = CCSprite::spriteWithFile(IMG_PATH(IMAGE_PLAYERGUIDE_ROUNDED));
buttomleft->getTexture()->setAliasTexParameters();
ccBlendFunc cbf2 = {GL_ONE,GL_ONE_MINUS_DST_ALPHA};
buttomleft->setBlendFunc(cbf2);
buttomleft->setPosition(ccp(buttomleft->getContentSize().width/2,buttomleft->getContentSize().height/2));
buttomleft->setOpacity(255*0.5);
buttomleft->setFlipX(true);
buttomleft->setFlipY(true);
m_layer->addChild(buttomleft,1);
CCSprite *buttomright = CCSprite::spriteWithFile(IMG_PATH(IMAGE_PLAYERGUIDE_ROUNDED));
buttomright->getTexture()->setAliasTexParameters();
ccBlendFunc cbf3 = {GL_ONE,GL_ONE_MINUS_DST_ALPHA};
buttomright->setBlendFunc(cbf3);
buttomright->setPosition(ccp(m_layer->getContentSize().width - buttomleft->getContentSize().width/2,buttomright->getContentSize().height/2));
buttomright->setOpacity(255*0.5);
buttomright->setFlipY(true);
m_layer->addChild(buttomright,1);
}
CCSize s = CCDirector::sharedDirector()->getWinSize();
m_pTarget = CCRenderTexture::renderTextureWithWidthAndHeight(s.width, s.height);
ccBlendFunc ccb1 = {GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA};
m_pTarget->getSprite()->setBlendFunc(ccb1);
m_pTarget->clear(0.0f, 0.0f, 0.0f, 0.5f);
m_pTarget->setPosition(ccp(s.width/2,s.height/2));
this->addChild(m_pTarget);
m_pTarget->begin();
if (width != 0 && height != 0) {
m_layer->visit();
}
m_pTarget->end();
}
bool PlayerGuide::ccTouchBegan(cocos2d::CCTouch *touch, cocos2d::CCEvent *event)
{
CCPoint touchpoint = touch->locationInView(touch->view());
touchpoint = CCDirector::sharedDirector()->convertToGL(touchpoint);
if (m_layerWidth != 0 && m_layerHeight != 0) {
//如果点击高亮区域,则响应下层的区域
CCRect rect = m_layer->boundingBox();
if (CCRect::CCRectContainsPoint(rect, touchpoint)) {
return false;
}
return true;
}
void PlayerGuide::ccTouchMoved(cocos2d::CCTouch *touch, cocos2d::CCEvent *event)
{
}
void PlayerGuide::ccTouchEnded(cocos2d::CCTouch *touch, cocos2d::CCEvent *event)
{
}