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在游戏中,有时会用到判断是否点击到一张图的有色部分,即非透明区域; 或者是判断不规则图片的碰撞的判断。
//判断有没有点到有材质的部分, p_point相对, CCSprite坐标 bool Tools::isClickTheRealSprite(cocos2d::CCSprite* p_sprite, const cocos2d::CCPoint p_point){ CCSize l_sizeInPixel = p_sprite->getContentSize(); //得到相对,Sprite左下的偏移 int l_iX = (int)(l_sizeInPixel.width/2.0f + p_point.x); int l_iY = (int)(l_sizeInPixel.height/2.0f + (int)p_point.y); CCPoint l_pointBL = ccp(l_iX, l_iY); CCRect l_rect = CCRect(0, 0, l_sizeInPixel.width, l_sizeInPixel.height); if(!(l_rect.containsPoint(l_pointBL))){ return false; } //开辟出空内存buffer //unsigned char* l_buffer = (unsigned char*)malloc(l_sizeInPixel.width * l_sizeInPixel.height * 4); //memset(l_buffer, 0, l_sizeInPixel.width * l_sizeInPixel.height * 4); uint8_t l_buffer[4]; //写内存 CCSize size = p_sprite->getParent()->getContentSize(); CCRenderTexture* l_renderTexture = CCRenderTexture::create(l_sizeInPixel.width, l_sizeInPixel.height, kCCTexture2DPixelFormat_RGBA8888); //l_renderTexture->begin(); l_renderTexture->beginWithClear(0, 0, 0, 0); p_sprite->draw(); glReadPixels(l_pointBL.x, l_pointBL.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, l_buffer); l_renderTexture->end(); //透明度 //int l_iValue_A = l_buffer[4*(int)(l_pointBL.y*l_sizeInPixel.width + l_pointBL.x)+3]; int l_iValue_A = l_buffer[3]; //free(l_buffer); if(l_iValue_A < 5 ){ return false; } return true; }
其中,p_point是相对 Sprite锚点的偏移。
记录以备忘!