本節來看一下在cocos2d-x中,常用的一些繪圖api;
先來看一個工具類,以便於快速指定游戲窗口的一些位置,如左上,右上等;
VisibleRect.h
#ifndef __VISIBLERECT_H__ #define __VISIBLERECT_H__ #include "cocos2d.h" class VisibleRect { public: static cocos2d::Rect getVisibleRect(); static cocos2d::Vec2 left(); static cocos2d::Vec2 right(); static cocos2d::Vec2 top(); static cocos2d::Vec2 bottom(); static cocos2d::Vec2 center(); static cocos2d::Vec2 leftTop(); static cocos2d::Vec2 rightTop(); static cocos2d::Vec2 leftBottom(); static cocos2d::Vec2 rightBottom(); private: static void lazyInit(); static cocos2d::Rect s_visibleRect; }; #endif /* __VISIBLERECT_H__ */
VisibleRect.cpp實現
#include "VisibleRect.h" USING_NS_CC; Rect VisibleRect::s_visibleRect; void VisibleRect::lazyInit() { // no lazy init // Useful if we change the resolution in runtime s_visibleRect = Director::getInstance()->getOpenGLView()->getVisibleRect(); } Rect VisibleRect::getVisibleRect() { lazyInit(); return s_visibleRect; } Vec2 VisibleRect::left() { lazyInit(); return Vec2(s_visibleRect.origin.x, s_visibleRect.origin.y+s_visibleRect.size.height/2); } Vec2 VisibleRect::right() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width, s_visibleRect.origin.y+s_visibleRect.size.height/2); } Vec2 VisibleRect::top() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2, s_visibleRect.origin.y+s_visibleRect.size.height); } Vec2 VisibleRect::bottom() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2, s_visibleRect.origin.y); } Vec2 VisibleRect::center() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width/2, s_visibleRect.origin.y+s_visibleRect.size.height/2); } Vec2 VisibleRect::leftTop() { lazyInit(); return Vec2(s_visibleRect.origin.x, s_visibleRect.origin.y+s_visibleRect.size.height); } Vec2 VisibleRect::rightTop() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width, s_visibleRect.origin.y+s_visibleRect.size.height); } Vec2 VisibleRect::leftBottom() { lazyInit(); return s_visibleRect.origin; } Vec2 VisibleRect::rightBottom() { lazyInit(); return Vec2(s_visibleRect.origin.x+s_visibleRect.size.width, s_visibleRect.origin.y); }
上面的代碼不再過多解釋,比較簡單,也就是獲取一些Rect的位置;
下面主要展示兩種種形式,一是直接在Layer的構造方法中通過api繪制,另一種是在繼承Layer的draw,onDraw方法進行繪制;
一、直接在Layer類構造方法裡面繪制圖形
DrawNodeTest::DrawNodeTest() { auto s = Director::getInstance()->getWinSize(); auto draw = DrawNode::create(); addChild(draw, 10); // 畫10個圓,實際上是畫了10個點,指定點的大小,所以看起來就是圓; for( int i=0; i < 10; i++) { draw->drawDot(Vec2(s.width/2, s.height/2), 10*(10-i), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); } // 畫多邊形 Vec2 points[] = { Vec2(s.height/4,0), Vec2(s.width,s.height/5), Vec2(s.width/3*2,s.height) }; draw->drawPolygon(points, sizeof(points)/sizeof(points[0]), Color4F(1,0,0,0.5), 4, Color4F(0,0,1,1)); // 多邊形(注意,這裡會有一些bug) { const float o=80; const float w=20; const float h=50; Vec2 star[] = { Vec2(o+w,o-h), Vec2(o+w*2, o), // lower spike Vec2(o + w*2 + h, o+w ), Vec2(o + w*2, o+w*2), // right spike // {o +w, o+w*2+h}, {o,o+w*2}, // top spike // {o -h, o+w}, {o,o}, // left spike }; draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } // 多邊形,此處正常顯示,注意此處與上一個多邊形的區別:按規律指定點的順序,相反,上一個多邊形的頂點順序是亂的,所以會有一些bug; { const float o=180; const float w=20; const float h=50; Vec2 star[] = { Vec2(o,o), Vec2(o+w,o-h), Vec2(o+w*2, o), // lower spike Vec2(o + w*2 + h, o+w ), Vec2(o + w*2, o+w*2), // right spike Vec2(o +w, o+w*2+h), Vec2(o,o+w*2), // top spike Vec2(o -h, o+w), // left spike }; draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } // 畫片段 draw->drawSegment(Vec2(20,s.height), Vec2(20,s.height/2), 10, Color4F(0, 1, 0, 1)); draw->drawSegment(Vec2(10,s.height/2), Vec2(s.width/2, s.height/2), 40, Color4F(1, 0, 1, 0.5)); // 三角形 draw->drawTriangle(Vec2(10, 10), Vec2(70, 30), Vec2(100, 140), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); // 二次方貝賽爾曲線 draw->drawQuadraticBezier(Vec2(s.width - 150, s.height - 150), Vec2(s.width - 70, s.height - 10), Vec2(s.width - 10, s.height - 10), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); draw->drawCubicBezier(Vec2(s.width - 250, 40), Vec2(s.width - 70, 100), Vec2(s.width - 30, 250), Vec2(s.width - 10, s.height - 50), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); }
上面的代碼畫出來的多圖形如下:
二、繼承Layer,在onDraw/draw方法中繪制圖形
void DrawPrimitivesTest::draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); // _customCommand為DrawPrimitivesTest的一個字段(CustomCommand); _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void DrawPrimitivesTest::onDraw(const Mat4 &transform, bool transformUpdated) { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); //draw CHECK_GL_ERROR_DEBUG(); // 畫線,默認寬度1,白色, DrawPrimitives::drawLine( VisibleRect::leftBottom(), VisibleRect::rightTop() ); CHECK_GL_ERROR_DEBUG(); // 畫線: 指定顏色和寬度,當寬度大於1時,GL_LINE_SMOOTH無效果// GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone // glDisable(GL_LINE_SMOOTH); glLineWidth( 5.0f ); DrawPrimitives::setDrawColor4B(255,0,0,255); DrawPrimitives::drawLine( VisibleRect::leftTop(), VisibleRect::rightBottom() ); CHECK_GL_ERROR_DEBUG(); // 畫點 DrawPrimitives::setPointSize(64); DrawPrimitives::setDrawColor4B(0,0,255,128); DrawPrimitives::drawPoint( VisibleRect::center() ); CHECK_GL_ERROR_DEBUG(); // draw 4 small points Vec2 points[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(70,60) }; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0,255,255,255); DrawPrimitives::drawPoints( points, 4); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 10 segments glLineWidth(16); DrawPrimitives::setDrawColor4B(0, 255, 0, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 100, 0, 10, false); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 50 segments with line to center glLineWidth(2); DrawPrimitives::setDrawColor4B(0, 255, 255, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 50, CC_DEGREES_TO_RADIANS(90), 50, true); CHECK_GL_ERROR_DEBUG(); // 畫一個填充的圓, glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 255, 255); DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f); CHECK_GL_ERROR_DEBUG(); // 未關閉的多邊形(畫出來的效果其實就是一條折線) DrawPrimitives::setDrawColor4B(255, 255, 0, 255); glLineWidth(10); Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) }; DrawPrimitives::drawPoly( vertices, 5, false); CHECK_GL_ERROR_DEBUG(); // 填充的多邊形 glLineWidth(1); Vec2 filledVertices[] = { Vec2(0,120), Vec2(50,120), Vec2(50,170), Vec2(25,200), Vec2(0,170) }; DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) ); // closed purble poly DrawPrimitives::setDrawColor4B(255, 0, 255, 255); glLineWidth(2); Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(50,200) }; DrawPrimitives::drawPoly( vertices2, 3, true); CHECK_GL_ERROR_DEBUG(); // draw quad bezier path DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(), VisibleRect::center(), VisibleRect::rightTop(), 50); CHECK_GL_ERROR_DEBUG(); // draw cubic bezier path DrawPrimitives::drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100); CHECK_GL_ERROR_DEBUG(); //draw a solid polygon Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(90,160)}; DrawPrimitives::drawSolidPoly( vertices3, 4, Color4F(1,1,0,1) ); // 還原畫筆為原始狀態 glLineWidth(1); DrawPrimitives::setDrawColor4B(255,255,255,255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); //end draw director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }
上述代碼所畫出的效果為
注:上面的一些畫圖形的方法未對部分參數注釋,下邊做一個簡單禅述;
// 矩形 DrawPrimitives::setDrawCooolor4B(255, 0, 0, 255); DrawPrimitives::drawRect(Point(0, 0), Point(100, 100)); // 填充的矩形 DrawPrimitives::drawSolidRect(Point(0, 0), Point(100, 100), Color4F(0, 0, 1, 1)); // 圓形,5個參數分別是圓心,半徑,角度,切割片段(實際上計算機無法畫圓,圓實際是點的組合,這裡把圓分為50個點), DrawPrimitives::drawCircle(Point(0, 0), 50, M_PI * 2, 50, true); // 填充圓形,5個參數分別是圓心,半徑,角度,切割片段, DrawPrimitives::drawSolidCircle(Point(0, 0), 50, M_PI * 2, 50); Point ps[3]; ps[0] = Point(0, 0); ps[1] = Point(100, 0); ps[2] = Point(0, 50); // 多邊形;第二個參數表示頂點個數 DrawPrimitives::drawPoly(ps, 3, true); // 填充多邊形 DrawPrimitives::drawSolidPoly(ps, 3, Color4F(0, 0, 1, 1)); // 線 DrawPrimitives::drawLine(Point(0, 0), Point(50, 50)); // 點 DrawPrimitives::drawPoint(Point(0, 0));
完:本人Cocos2d-x新手,如有錯誤,還請指教!