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//GameScene.h #include "cocos2d.h" class GameScene : public cocos2d::Layer
{ public :
static cocos2d::Scene* createScene();
virtual bool init();
void menuCallback(cocos2d::Ref* pSender);
CREATE_FUNC(GameScene);
}; |
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//GameScene.cpp #include "GameScene.h" USING_NS_CC; cocos2d::Scene* GameScene::createScene() { auto scene = Scene::create(); //创建一个场景
auto layer = GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
} //初始化当前的图层 bool GameScene::init()
{ if (!Layer::init()) //初始化父类
return false ;
//获取屏幕大小
auto visibleSize = Director::getInstance()->getVisibleSize();
auto size = Director::getInstance()->getWinSize();
//创建网格节点
auto nodegrid = NodeGrid::create();
auto sprite = Sprite::create( "OnePiece_1.png" );
sprite->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
nodegrid->addChild(sprite); //这里注意是将精灵节点加到网格节点上
this ->addChild(nodegrid);
Director::getInstance()->setDepthTest( false ); //使用网格之前需要取消OpenGL的深度测试
// //翻页效果 // Director::getInstance()->setDepthTest(true); //开启深度检测 // auto pageturn = PageTurn3D::create(2, Size(20, 18)); // nodegrid->runAction(pageturn); // // //震动效果 // auto shaky = Shaky3D::create(6, Size(2, 1), 5, false); // nodegrid->runAction(shaky); // // //翻转效果 // auto flipX = FlipX3D::create(2); // auto reFlipX = flipX->reverse(); // auto delay = DelayTime::create(2); //延时2秒 // nodegrid->runAction(Sequence::create(flipX, delay, reFlipX, NULL)); //透镜效果
auto lens = Lens3D::create(5, Size(32, 24), Vec2(size.width/2, size.height/2), 300); //参数依次为:持续时间、网格大小、中心坐标、半径
nodegrid->runAction(lens);
// //液体效果 // auto liquid = Liquid::create(3, Size(16, 12), 4, 10); //参数依次为:持续时间、网格大小、波纹数、振幅 // nodegrid->runAction(liquid); // // //波纹效果 // auto ripple = Ripple3D::create(5, Size(20, 16), Vec2(size.width/2, size.height/2), 300, 6, 50); // nodegrid->runAction(ripple); // // //波浪效果 // auto wave = Waves3D::create(5, Size(25, 20), 6, 30); // nodegrid->runAction(wave); return true ;
} |
备注:1、使用网格之前需要取消OpenGL的深度测试,深度其实就是该象素点在3d世界中距离摄象机的距离,深度缓存中存储着每个象素点(绘制在屏幕上的)的深度值,深度测试决定了是否绘制较远的象素点(或较近的象素点),通常选用较近的,而较远优先能实现透视的果;
2、32*24的网格看起来会觉得更舒服。