Cocos2d-x3.3之DrawPrimitivesTest分析

1、代码列表


2、VisibleRect类

该类是test-cpp自带工具类

3、HelloWorldScene类

同前面代码

4、DrawPrimitivesDemo类

1).h文件

#include "cocos2d.h"
#include "ui/CocosGUI.h"
#include "VisibleRect.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"

USING_NS_CC;
using namespace ui;

class DrawPrimitivesDemo : public Scene
{
public:
    CREATE_FUNC(DrawPrimitivesDemo);
    virtual bool init();
};

class BaseTest : public cocos2d::Layer
{
public:
    CREATE_FUNC(BaseTest);
    std::string title() const;
    virtual std::string subtitle() const;
    
    void restartCallback(Ref* sender);//重新执行当前test
    void nextCallback(Ref* sender);//下一个test
    void backCallback(Ref* sender);//上一个test
    virtual bool init();
    void menuCloseCallback(cocos2d::Ref* pSender);//关闭菜单回调函数
};

class DrawPrimitivesTest : public BaseTest
{
public:
    CREATE_FUNC(DrawPrimitivesTest);
    virtual bool init();
    virtual std::string subtitle() const override;
    virtual void draw(Renderer* renderer,const Mat4 &transform,uint32_t flags) override;
    
protected:
    void onDraw(const Mat4 &transform,uint32_t flags);
    CustomCommand _customCommand;
};

class DrawNodeTest : public BaseTest
{
public:
    CREATE_FUNC(DrawNodeTest);
    virtual bool init();
    virtual std::string subtitle() const override;
};

2).cpp文件

#include "DrawPrimitivesDemo.h"
#include "renderer/CCRenderer.h"
#include "renderer/CCCustomCommand.h"
#define CL(__className__) [](){ return __className__::create();}
static int sceneIdx = -1;

typedef Layer* (*NEWDRAWPRIMITIVESFUNC)();
#define DRAWPRIMITIVES_CREATE_FUNC(className) \
static Layer* create##className() \
{ return new className(); }

static std::function<Layer*()> createFunctions[] =
{
    CL(DrawPrimitivesTest),CL(DrawNodeTest),};

#define MAX_LAYER    (sizeof(createFunctions) / sizeof(createFunctions[0]))

static Layer* nextAction()
{
    sceneIdx++;
    sceneIdx = sceneIdx % MAX_LAYER;
    
    auto layer = (createFunctions[sceneIdx])();
//    layer->autorelease();
    
    return layer;
}

static Layer* backAction()
{
    sceneIdx--;
    int total = MAX_LAYER;
    if( sceneIdx < 0 )
        sceneIdx += total;
    
    auto layer = (createFunctions[sceneIdx])();
//    layer->autorelease();
    
    return layer;
}

static Layer* restartAction()
{
    auto layer = (createFunctions[sceneIdx])();
//    layer->autorelease();
    
    return layer;
}

bool BaseTest::init()
{
    bool bRet = false;
    do{
        CC_BREAK_IF(!Layer::init());
        
        Size visibleSize = Director::getInstance()->getVisibleSize();
        Vec2 origin = Director::getInstance()->getVisibleOrigin();
        
        /////////////////////////////
        // 2. add a menu item with "X" image,which is clicked to quit the program
        //    you may modify it.
        
        // add a "close" icon to exit the progress. it's an autorelease object
        auto closeItem = MenuItemImage::create(
                                               "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(BaseTest::menuCloseCallback,this));
        closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2,origin.y + visibleSize.height - closeItem->getContentSize().height/2));
        
        // create menu,it's an autorelease object
        auto menu1 = Menu::create(closeItem,NULL);
        menu1->setPosition(Vec2::ZERO);
        this->addChild(menu1,1);
        
        std::string str = title();
        const char * pTitle = str.c_str();
        TTFConfig ttfConfig("tahoma.ttf",35);
        auto label = Label::createWithTTF(ttfConfig,pTitle);
        addChild(label,9999);
        label->setPosition( Vec2(VisibleRect::center().x,VisibleRect::top().y - 30) );
        
        std::string strSubtitle = subtitle();
        if( ! strSubtitle.empty() )
        {
            ttfConfig.fontFilePath = "tahoma.ttf";
            ttfConfig.fontSize = 30;
            auto l = Label::createWithTTF(ttfConfig,strSubtitle.c_str());
            addChild(l,9999);
            l->setPosition( Vec2(VisibleRect::center().x,VisibleRect::top().y - 100) );
        }
        
        auto item1 = MenuItemFont::create("backCallback",CC_CALLBACK_1(BaseTest::backCallback,this) );
        auto item2 = MenuItemFont::create("restartCallback",CC_CALLBACK_1(BaseTest::restartCallback,this) );
        auto item3 = MenuItemFont::create("nextCallback",CC_CALLBACK_1(BaseTest::nextCallback,this) );
        
        auto menu = Menu::create(item1,item2,item3,NULL);
        
        menu->setPosition(Vec2::ZERO);
        item1->setPosition(Vec2(VisibleRect::center().x - item2->getContentSize().width*2,VisibleRect::bottom().y+item2->getContentSize().height/2));
        item2->setPosition(Vec2(VisibleRect::center().x,VisibleRect::bottom().y+item2->getContentSize().height/2));
        item3->setPosition(Vec2(VisibleRect::center().x + item2->getContentSize().width*2,VisibleRect::bottom().y+item2->getContentSize().height/2));
        
        addChild(menu,9999);

        bRet = true;
    }while(0);
    return bRet;
}

void BaseTest::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
    MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
    return;
#endif
    
    Director::getInstance()->end();
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

void BaseTest::restartCallback(cocos2d::Ref *sender)
{
    auto s = new (std::nothrow) DrawPrimitivesDemo();
    s->addChild(restartAction());
    Director::getInstance()->replaceScene(s);
    s->release();
}

void BaseTest::nextCallback(cocos2d::Ref *sender)
{
    auto s = new (std::nothrow) DrawPrimitivesDemo();
    s->addChild(nextAction());
    Director::getInstance()->replaceScene(s);
    s->release();
}

void BaseTest::backCallback(cocos2d::Ref *sender)
{
    auto s = new (std::nothrow) DrawPrimitivesDemo();
    s->addChild(backAction());
    Director::getInstance()->replaceScene(s);
    s->release();
}

std::string BaseTest::title() const
{
    return "DrawPrimitives Test";
}

std::string BaseTest::subtitle() const
{
    return "";
}

bool DrawPrimitivesDemo::init()
{
    bool bRet = false;
    do{
        CC_BREAK_IF(!Scene::init());
        
        auto layer = nextAction();
        addChild(layer);
        Director::getInstance()->replaceScene(this);
        
        bRet = true;
    }while(0);
    return bRet;
}

bool DrawPrimitivesTest::init()
{
    bool bRet = false;
    do{
        CC_BREAK_IF(!BaseTest::init());
        
        
        bRet = true;
    }while(0);
    return bRet;
}

void DrawPrimitivesTest::draw(cocos2d::Renderer *renderer,const cocos2d::Mat4 &transform,uint32_t flags)
{
    //重写draw函数,回调onDraw函数
    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw,this,transform,flags);
    renderer->addCommand(&_customCommand);
}

void DrawPrimitivesTest::onDraw(const cocos2d::Mat4 &transform,uint32_t flags)
{
    //初始化
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW,transform);

    //画线
    CHECK_GL_ERROR_DEBUG();
    DrawPrimitives::drawLine(VisibleRect::leftBottom(),VisibleRect::rightTop());//参数是2个Vec2对象

    //画线
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(5.0f);//设置线条宽度
    DrawPrimitives::setDrawColor4B(255,255);//设置颜色
    DrawPrimitives::drawLine(VisibleRect::leftTop(),VisibleRect::rightBottom());
    
    //画点
    CHECK_GL_ERROR_DEBUG();
    DrawPrimitives::setPointSize(64);//设置点大小
    DrawPrimitives::setDrawColor4B(0,255,255);//设置颜色
    DrawPrimitives::drawPoint(VisibleRect::center());//参数Vec2对象,表示圆心的位置
    
    //画多个点
    CHECK_GL_ERROR_DEBUG();
    Vec2 points[] = {Vec2(60,160),Vec2(70,170),Vec2(60,160)};
    DrawPrimitives::setPointSize(4);
    DrawPrimitives::setDrawColor4B(0,255);
    DrawPrimitives::drawPoints(points,4);//参数依次为圆心Vec2和点的个数
    
    //画圆圈
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(16);
    DrawPrimitives::setDrawColor4B(0,255);
    DrawPrimitives::drawCircle(VisibleRect::center(),100,10,false);//参数依次为:圆心、半径、角度、段数、是否画出一条半径
    //画圆圈
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(2);
    DrawPrimitives::setDrawColor4B(0,50,CC_DEGREES_TO_RADIANS(90),true);
    
    //画实心圆
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(2);//线条宽度
    DrawPrimitives::setDrawColor4B(255,255);//线条颜色
    //参数依次为:圆心、半径、角度、段数、X轴缩放系数、Y轴缩放系数
    DrawPrimitives::drawSolidCircle(VisibleRect::center() + Vec2(140,0),40,1.0f,1.0f);
    
    //画多边形图形,不闭合
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(10);
    Vec2 vertices[] = {Vec2(0,Vec2(50,50),Vec2(100,100),100)};
    DrawPrimitives::drawPoly(vertices,5,false);//参数依次为多边形定点、定点数、是否闭合

    //绘制填充多边形
    CHECK_GL_ERROR_DEBUG();
    glLineWidth(1);
    Vec2 filledVertices[] = {Vec2(0,120),Vec2(25,200),Vec2(0,170)};
    DrawPrimitives::drawSolidPoly(filledVertices,Color4F(0.5f,0.5f,1,1));//参数依次为定点、顶点个数、填充颜色

    //绘制多边形,闭合
    DrawPrimitives::setDrawColor4B(255,255);
    glLineWidth(2);
    Vec2 vertices2[] = {Vec2(90,330),Vec2(90,530),Vec2(150,500)};
    DrawPrimitives::drawPoly(vertices2,3,true);
    
    //绘制贝塞尔曲线
    CHECK_GL_ERROR_DEBUG();
    //参数依次为起点、控制点、终点、段数
    DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(),VisibleRect::center(),VisibleRect::rightTop(),50);
    //画贝塞尔曲线
    CHECK_GL_ERROR_DEBUG();
    //参数依次为起点、控制点1、控制点2、终点、段数
    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);
    //画填充闭合曲线
    CHECK_GL_ERROR_DEBUG();
    Vec2 vertices3[] = {Vec2(90,190),Vec2(140,160)};
    DrawPrimitives::drawSolidPoly(vertices3,4,Color4F(1,1));//参数依次为顶点、顶点个数、填充颜色
    
    glLineWidth(1);
    DrawPrimitives::setDrawColor4B(255,255);
    DrawPrimitives::setPointSize(1);
    
    CHECK_GL_ERROR_DEBUG();
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
}

std::string DrawPrimitivesTest::subtitle() const
{
    return "draw primitives";
}

bool DrawNodeTest::init()
{
    bool bRet = false;
    do{
        CC_BREAK_IF(!BaseTest::init());
        
        auto s = Director::getInstance()->getWinSize();
        
        //add DrawNode
        auto draw = DrawNode::create();
        addChild(draw,10);
        
        //draw point,参数依次为位置、Size、填充颜色
        draw->drawPoint(Vec2(s.width/2 - 120,s.height/2 - 120),Color4F(CCRANDOM_0_1(),CCRANDOM_0_1(),1));
        draw->drawPoint(Vec2(s.width/2 + 120,s.height/2 + 120),1));
        
        //draw points,同上
        Vec2 position[] = {Vec2(60,60),70),60)};
        draw->drawPoints(position,1));
        
        //draw a line,参数依次为起点、终点、颜色
        draw->drawLine(Vec2(0,Vec2(s.width,s.height),Color4F(1.0,0.0,0.5));
        
        //draw a rectangle,绘制剪裁点,参数为剪裁起点、终点、颜色
        draw->drawRect(Vec2(23,123),Vec2(7,1));
        
        //draw circle,绘制圆圈,参数依次为:圆心、半径、角度、段数、是否绘制一条半径、X轴缩放、Y轴缩放、颜色
        draw->drawCircle(VisibleRect::center() + Vec2(140,true,2.0f,0.5));
        draw->drawCircle(VisibleRect::center() - Vec2(140,30,false,1));
        
        //Draw some beziers,参数依次为:起点、控制点、终点、段数、颜色
        draw->drawQuadBezier(Vec2(s.width - 150,s.height - 150),Vec2(s.width - 70,s.height - 10),Vec2(s.width - 10,0.5));
        draw->drawQuadBezier(Vec2(0,Vec2(s.width/2,s.height/2),0.5));
        //参数依次为:起点、控制点1、控制点2、终点、段数、颜色
        draw->drawCubicBezier(VisibleRect::center(),Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50),Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),0.5));
        draw->drawCubicBezier(Vec2(s.width - 250,40),Vec2(s.width - 30,250),s.height - 50),0.5));
        
        auto array = PointArray::create(20);
        array->addControlPoint(Vec2(0,0));
        array->addControlPoint(Vec2(80,80));
        array->addControlPoint(Vec2(s.width - 80,s.height - 80));
        array->addControlPoint(Vec2(80,80));
        array->addControlPoint(Vec2(s.width/2,s.height/2));
        //绘制基本线条,参数依次为:点数组、张力、段数、颜色
        draw->drawCardinalSpline(array,0.5,0.5));

        auto array2 = PointArray::create(20);
        array2->addControlPoint(Vec2(s.width/2,30));
        array2->addControlPoint(Vec2(s.width - 80,s.height - 80));
        array2->addControlPoint(Vec2(s.width/2,30));
        draw->drawCatmullRom(array2,0.5));

        //open random color poly,绘制多边形,不封闭
        Vec2 vertices[] = {Vec2(0,100)};
        draw->drawPoly(vertices,1));
        
        //closed random color poly,绘制多边形,封闭
        Vec2 vertices2[] = {Vec2(30,130),Vec2(30,230),200)};
        draw->drawPoly(vertices2,1));

        //Draw 10 Circles,绘制圆圈
        for(int i = 0; i < 10; i++)
        {
            //参数依次为:圆心、半径、颜色
            draw->drawDot(Vec2(s.width/2,10*(10-i),1));
        }
        
        //Draw polygons绘制闭合多边形,参数依次是顶点、顶点个数、填充颜色、线条宽度、线条颜色
        Vec2 points[] = { Vec2(s.height/4,s.height/5),Vec2(s.width/3*2,s.height) };
//        draw->drawPolygon(points,sizeof(points) / sizeof(points[0]),0.5),Color4F(0,0.5));

        //star poly (triggers buggs)绘制多边形图形
        {
            const float o = 80;
            const float w = 20;
            const float h = 50;
            Vec2 star[] = {Vec2(o+w,o-h),Vec2(o+w*2,o),Vec2(o+w*2+h,o+w),o+w*2)};
            //参数依次为:顶点、顶点个数、填充颜色、线条宽度、线条颜色
            draw->drawPolygon(star,sizeof(star) / sizeof(star[0]),1));
        }
        //绘制多边形
        //star poly(doesn't trigger bug...order is important un tesselation is supported.
        {
            const float o=180;
            const float w=20;
            const float h=50;
            Vec2 star[] = {
                Vec2(o,Vec2(o+w,// 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,// top spike
                Vec2(o -h,};                                    // left spike

            draw->drawPolygon(star,sizeof(star)/sizeof(star[0]),1));
        }

        //draw a solid polygon,绘制填充多边形
        Vec2 vertices3[] = {Vec2(60,160)};
        draw->drawSolidPoly(vertices3,1));//参数依次为:顶点、顶点个数、填充颜色
        
        //draw a solid rectangle//绘制剪裁图形,参数依次为:起点、终点、颜色
        draw->drawSolidRect(Vec2(10,10),Vec2(20,20),1));
        
        //draw a solid circle绘制圆圈,参数依次为:终点、半径、角度、段数、X轴缩放、y轴缩放、颜色
        draw->drawSolidCircle(VisibleRect::center() + Vec2(140,1));

        //draw segment绘制线段,参数依次为:起点、终点、半径、颜色
        draw->drawSegment(Vec2(20,s.height / 2),1));
        draw->drawSegment(Vec2(10,0.5));
        
        //draw triangle绘制三角形
        draw->drawTriangle(Vec2(10,30),140),0.5));
        
        
        
        bRet = true;
    }while(0);
    return bRet;
}

std::string DrawNodeTest::subtitle() const
{
    return "Draw Node test";
}

5、效果图


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环境:ubuntu14.04adt-bundle-linux-x86_64android-ndk-r9d-linux-x86_64cocos2d-x-3.0正式版apache-ant1.9.3python2.7(ubuntu自带)加入环境变量exportANDROID_SDK_ROOT=/home/yangming/adt-bundle-linux/sdkexportPATH=${PATH}:/$ANDROID_SDK_ROOTools/export
1开发背景游戏程序设计涉及了学科中的各个方面,鉴于目的在于学习与进步,本游戏《FlappyBird》采用了两个不同的开发方式来开发本款游戏,一类直接采用win32底层API来实现,另一类采用当前火热的cocos2d-x游戏引擎来开发本游戏。2需求分析2.1数据分析本项目要开发的是一款游
原文链接:http://www.cnblogs.com/linji/p/3599912.html//纯色色块控件(锚点默认左下角)CCLayerColor*ccc=CCLayerColor::create(ccc4(255,0,0,128),200,100);//渐变色块控件CCLayerGradient*ccc=CCLayerGradient::create(ccc4(255,0,0,
原文链接:http://www.cnblogs.com/linji/p/3599488.html//载入一张图片CCSprite*leftDoor=CCSprite::create("loading/door.png");leftDoor->setAnchorPoint(ccp(1,0.5));//设置锚点为右边中心点leftDoor->setPosition(ccp(240,160));/
为了答谢广大学员对智捷课堂以及关老师的支持,现购买51CTO学院关老师的Cocos2d-x课程之一可以送智捷课堂编写图书一本(专题可以送3本)。一、Cocos2d-x课程列表:1、Cocos2d-x入门与提高视频教程__Part22、Cocos2d-x数据持久化与网络通信__Part33、Cocos2d-x架构设计与性能优化内存优
Spawn让多个action同时执行。Spawn有多种不同的create方法,最终都调用了createWithTwoActions(FiniteTimeAction*action1,FiniteTimeAction*action2)方法。createWithTwoActions调用initWithTwoActions方法:对两个action变量初始化:_one=action1;_two=action2;如果两个a
需要环境:php,luajit.昨天在cygwin上安装php和luajit环境,这真特么是一个坑。建议不要用虚拟环境安装打包环境,否则可能会出现各种莫名问题。折腾了一下午,最终将环境转向linux。其中,luajit的安装脚本已经在quick-cocos2d-x-develop/bin/中,直接luajit_install.sh即可。我的lin
v3.0相对v2.2来说,最引人注意的。应该是对触摸层级的优化。和lambda回调函数的引入(嗯嗯,不枉我改了那么多类名。话说,每次cocos2dx大更新。总要改掉一堆类名函数名)。这些特性应该有不少人研究了,所以今天说点跟图片有关的东西。v3.0在载入图片方面也有了非常大改变,仅仅只是