蒙板,局部高亮可點的用處大多是在新手引導的時候,引導玩家一步一步的走遊戲的操作流程。
之前寫了一個cocos2d-iphone的版本,因爲設置成圓角的,比較美觀,如果不用圓角,可以直接把Sprite改成layercolor,這個版本的缺點是每步都需要美術出一個資源(如果每步的點擊區域大小不一樣的話),現在這個版本是直接設置大小即可。
這個版本的設計思路是,用layercolor,先把高亮的區域設置好了,然後在layercolor的四個角加上一個小圓角的sprite,這樣就不用每步都需要美術出資源了。可以隨意的設置高亮區域的大小。本來想直接不用sprite,直接找個方法設置layercolor的圓角的,沒找到合適的方法,如果大家有比較合適的更簡便的方法,歡迎拍磚。
原理是:渲染的時候,使用異步混合渲染。ccBlendFunc
不多說,直接上代碼
爲了獲取點擊事件,所以繼承了 CCTargetedTouchDelegate,把touch的權限設置爲最高。
//.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 <iostream>
#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);
//當進入這個對象時,設置touch事件的響應權限,menu的響應級別是-128,我們要獲取比這個要高的權限,(設置的數值越低,權限越高)
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, -201, true);
CCSprite::onEnter();
}
void PlayerGuide::onExit()
{
//since v2.0
// CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
//退出時,把touch響應的事件 移除
CCTouchDispatcher::sharedDispatcher()->removeDelegate(this);
CCSprite::onExit();
}
#pragma mark --------------------------setSpriteAndPosition----------------------------
/*******************************************************************************
*@param width 設置高亮區域的寬度,height 高亮區域的高度,point 設置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");//自己設置圓角的小圖,如果不需要圓角,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) {
//如果點擊高亮區域,則響應下層的區域
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)
{
}