第一部分:基本图形绘制
cocos2dx封装了大量opengl函数,用于快速绘制基本图形,这些代码的例子在,tests\DrawPrimitivesTest目录下
注意,该方法是重载node的draw方法实现的,在智能机上,并不推荐直接绘制几何图形,因为大量的坐标编码会极大降低工作效率,应尽量使用Image。而且cocos2dx的渲染机制会造成前后遮挡问题,尤其是几何图形与图片等其他node混合绘制时。
void HelloWorld::draw() {
CCLayer::draw();
CCSize s = CCDirector::sharedDirector()->getWinSize();
// 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( CCPointMake(0, 0), CCPointMake(s.width, s.height) ); // line: color, width, aliased
// glLineWidth > 1 and GL_LINE_SMOOTH are not compatible
//注意:线宽>1 则不支持GL_LINE_SMOOTH
// GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone
glDisable(GL_LINE_SMOOTH);
glLineWidth( 5.0f );
/*glColor4ub(255,0,0,255);*/
glColor4f(1.0, 0.0, 0.0, 1.0);
ccDrawLine( CCPointMake(0, s.height), CCPointMake(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
// 注意:cocos2dx绘制的是方块点
glPointSize(64);
/*glColor4ub(0,0,255,128);*/
glColor4f(0.0, 0.0, 1.0, 0.5);
ccDrawPoint( CCPointMake(s.width / 2, s.height / 2) ); // draw 4 small points
// 注意:cocos2dx绘制的是方块点
CCPoint points[] = { CCPointMake(60,60), CCPointMake(70,70), CCPointMake(60,70), CCPointMake(70,60) };
glPointSize(4);
/*glColor4ub(0,255,255,255);*/
glColor4f(0.0, 1.0, 1.0, 1.0);
ccDrawPoints( points, 4); // draw a green circle with 10 segments
glLineWidth(16);
/*glColor4ub(0, 255, 0, 255);*/
glColor4f(0.0, 1.0, 0.0, 1.0);
//参数依次是:中心点,半径,角度,分段数,是否连接中心点
ccDrawCircle( CCPointMake(s.width/2, s.height/2), 100, 0, 10, false); // draw a green circle with 50 segments with line to center
glLineWidth(2);
/*glColor4ub(0, 255, 255, 255);*/
glColor4f(0.0, 1.0, 1.0, 1.0);
ccDrawCircle( CCPointMake(s.width/2, s.height/2), 50, CC_DEGREES_TO_RADIANS(90), 50, true); // open yellow poly
/*glColor4ub(255, 255, 0, 255);*/
glColor4f(1.0, 1.0, 0.0, 1.0);
glLineWidth(10);
CCPoint vertices[] = { CCPointMake(0,0), CCPointMake(50,50), CCPointMake(100,50), CCPointMake(100,100), CCPointMake(50,100) };
//参数依次是:点数组,点数量,是否封闭
ccDrawPoly( vertices, 5, false); // closed purple poly
/*glColor4ub(255, 0, 255, 255);*/
glColor4f(1.0, 0.0, 1.0, 1.0);
glLineWidth(2);
CCPoint vertices2[] = { CCPointMake(30,130), CCPointMake(30,230), CCPointMake(50,200) };
ccDrawPoly( vertices2, 3, true); // draw quad bezier path,绘制有一个控制点的贝塞尔曲线
ccDrawQuadBezier(CCPointMake(0,s.height), CCPointMake(s.width/2,s.height/2), CCPointMake(s.width,s.height), 50); // draw cubic bezier path,绘制有两个控制点的贝塞尔曲线
ccDrawCubicBezier(CCPointMake(s.width/2, s.height/2), CCPointMake(s.width/2+30,s.height/2+50), CCPointMake(s.width/2+60,s.height/2-50),CCPointMake(s.width, s.height/2),100); // restore original values,恢复opengl的正常参数
glLineWidth(1);
/*glColor4ub(255,255,255,255);*/
glColor4f(1.0, 1.0, 1.0, 1.0);
glPointSize(1);
}
第二部分:字符串绘制
1. 锚点
cocos2dx的字符串绘制使用的是Label,cocos2dx并不直接支持在屏幕中绘制字符串(这是有道理的,因为我们不能直接把一个string做成一个节点,那样很难理解),如果要直接绘制的话,可以自己封装opengl函数(网上有很多例子,一般是用texture做)。为了便于字体对齐,我们在很多游戏引擎中,都使用对齐锚点的功能,如j2me的anchor参数接口。默认情况下,锚点在(0,0)处。为了说明锚点的设置对字体对齐的影响,我们使用如下代码:
bool HelloWorld::init() {
if ( !CCLayer::init() ) {
return false;
}
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Thonburi", 64);
pLabel->setAnchorPoint(ccp(0,0.5));//设置锚点,默认是在node的中心,即锚点为(0.5,0.5),显示为居中对齐
pLabel->setPosition(ccp(size.width / 2, size.height/2));
this->addChild(pLabel, 1); draw();
return true;
}
//重载CCLayer的draw函数,然后绘制十字线;
void HelloWorld::draw() {
CCLayer::draw();
CCSize s = CCDirector::sharedDirector()->getWinSize();
glEnable(GL_LINE_SMOOTH);
ccDrawLine( CCPointMake(0, s.height/2), CCPointMake(s.width, s.height/2) );
ccDrawLine( CCPointMake(s.width/2, 0), CCPointMake(s.width/2, s.height) );
}
可以看到,cocos2dx默认锚点是node的中心。你自己可以设置不同的锚点,使文本具有不同的对齐方式。
2.显示中文字体
第三部分:绘制图片
cocos2dx中并没有直接绘制图片的概念,我们一般是使用CCSprite。核心代码如下:
CCSize size=CCDirector::sharedDirector()->getWinSize();
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
//pSprite->setFlipX(true); //可以手动设置图形旋转和镜像,而不是使用Action,因为有许多Action是个过程,而不是直接显示结果;
pSprite->setFlipY(true);
//pSprite->setRotation(90);
pSprite->setPosition(ccp(size.width/2, size.height/2));
this->addChild(pSprite, 0);