-(void) draw
{
CGSize s = [[CCDirector sharedDirector] winSize];
// draw a simple line
// The default state is:
// Line Width: 1
// color: 255,255,255,255 (white, non-transparent)
// Anti-Aliased
glEnable(GL_LINE_SMOOTH);
ccDrawLine( ccp(0, 0), ccp(s.width, s.height) );
// line: color, width, aliased
// glLineWidth > 1 and GL_LINE_SMOOTH are not compatible
// GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone
glDisable(GL_LINE_SMOOTH);
glLineWidth( 5.0f );
glColor4ub(255,0,0,255);
ccDrawLine( ccp(0, s.height), ccp(s.width, 0) );
// TIP:
// If you are going to use always the same color or width, you don't
// need to call it before every draw
//
// Remember: OpenGL is a state-machine.
// draw big point in the center
glPointSize(64);
glColor4ub(0,0,255,128);
ccDrawPoint( ccp(s.width / 2, s.height / 2) );
// draw 4 small points
CGPoint points[] = { ccp(60,60), ccp(70,70), ccp(60,70), ccp(70,60) };
glPointSize(4);
glColor4ub(0,255,255,255);
ccDrawPoints( points, 4);
// draw a green circle with 10 segments
glLineWidth(16);
glColor4ub(0, 255, 0, 255);
ccDrawCircle( ccp(s.width/2, s.height/2), 100, 0, 10, NO);
// draw a green circle with 50 segments with line to center
glLineWidth(2);
glColor4ub(0, 255, 255, 255);
ccDrawCircle( ccp(s.width/2, s.height/2), 50, CC_DEGREES_TO_RADIANS(90), 50, YES);
// open yellow poly
glColor4ub(255, 255, 0, 255);
glLineWidth(10);
CGPoint vertices[] = { ccp(0,0), ccp(50,50), ccp(100,50), ccp(100,100), ccp(50,100) };
ccDrawPoly( vertices, 5, NO);
// closed purble poly
glColor4ub(255, 0, 255, 255);
glLineWidth(2);
CGPoint vertices2[] = { ccp(30,130), ccp(30,230), ccp(50,200) };
ccDrawPoly( vertices2, 3, YES);
// closed purble poly 正方形
glColor4ub(255, 0, 255, 255);
glLineWidth(2);
CGPoint vertices3[] = { ccp(30,130), ccp(30,230), ccp(60,230), ccp(60,130) };
ccDrawPoly( vertices3, 4, YES);
// draw quad bezier path
ccDrawQuadBezier(ccp(0,s.height), ccp(s.width/2,s.height/2), ccp(s.width,s.height), 50);
// draw cubic bezier path
ccDrawCubicBezier(ccp(s.width/2, s.height/2), ccp(s.width/2+30,s.height/2+50), ccp(s.width/2+60,s.height/2-50),ccp(s.width, s.height/2),100);
// restore original values
glLineWidth(1);
glColor4ub(255,255,255,255);
glPointSize(1);
}
蜘蛛例子
// Only draw this debugging information in, well, debug builds.
-(void) draw
{
#if DEBUG
// Iterate through all nodes of the layer.
CCNode* node;
CCARRAY_FOREACH([self children], node)
{
// Make sure the node is a CCSprite and has the right tags.
if ([node isKindOfClass:[CCSprite class]] && (node.tag == 1 || node.tag == 2))
{
// The sprite's collision radius is a percentage of its image width. Use that to draw a circle
// which represents the sprite's collision radius.
CCSprite* sprite = (CCSprite*)node;
float radius = [sprite texture].contentSize.width * 0.4f;
float angle = 0;
int numSegments = 10;
bool drawLineToCenter = NO;
ccDrawCircle(sprite.position, radius, angle, numSegments, drawLineToCenter);
}
}
#endif
CGSize screenSize = [[CCDirector sharedDirector] winSize];
// always keep variables you have to calculate only once outside the loop
float threadCutPosition = screenSize.height * 0.75f;
// Draw a spider thread using OpenGL
// CCARRAY_FOREACH is a bit faster than regular for loop
CCSprite* spider;
CCARRAY_FOREACH(spiders, spider)
{
// only draw thread up to a certain point
if (spider.position.y > threadCutPosition)
{
// vary thread position a little so it looks a bit more dynamic
float threadX = spider.position.x + (CCRANDOM_0_1() * 2.0f - 1.0f);
glColor4f(0.5f, 0.5f, 0.5f, 1.0f);
ccDrawLine(spider.position, CGPointMake(threadX, screenSize.height));
}
}
}
@end