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cocos2dx實現(xiàn)橡皮擦效果以及判斷是否擦除完畢

本文實例為大家分享了cocos2dx實現(xiàn)橡皮擦效果,以及判斷是否擦除完畢,供大家參考,具體內(nèi)容如下

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首先修改HelloWorld.h文件

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
 
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC_EXT;
USING_NS_CC;
class HelloWorld : public cocos2d::Layer
{
public:
 // there's no 'id' in cpp, so we recommend returning the class instance pointer
 static cocos2d::Scene* createScene();
 
 // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
 virtual bool init();
 
 // a selector callback
 void menuCloseCallback(cocos2d::Ref* pSender);
 
 // implement the "static create()" method manually
 CREATE_FUNC(HelloWorld);
 void myUpdate(float dt);//不斷判斷是否全部擦除
 void onTouchesMoved(const std::vector<Touch*>& touches, Event* event);
 bool myIsDataClear(RenderTexture *pRenderTexture);//是否完全擦除
 bool myIsDataClearInRect(RenderTexture *pRenderTexture,int x,int y,int width ,int height);//某個區(qū)域是否完全擦除
 Sprite *sprFore;
 RenderTexture *renderTexture;
 Vector<Sprite*> _brushs;
};
 
#endif // __HELLOWORLD_SCENE_H__

然后修改HelloWorld.cpp文件

#include "HelloWorldScene.h"
 
USING_NS_CC;
 
Scene* HelloWorld::createScene()
{
 // 'scene' is an autorelease object
 auto scene = Scene::create();
 
 // 'layer' is an autorelease object
 auto layer = HelloWorld::create();
 
 // add layer as a child to scene
 scene->addChild(layer);
 
 // return the scene
 return scene;
}
 
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
 
 if ( !Layer::init() )
 {
  return false;
 }
 
 Size visibleSize = Director::getInstance()->getVisibleSize();
 Vec2 origin = Director::getInstance()->getVisibleOrigin();
 
 auto closeItem = MenuItemImage::create(
           "CloseNormal.png",
           "CloseSelected.png",
           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
 
 closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
        origin.y + closeItem->getContentSize().height/2));
 
 auto menu = Menu::create(closeItem, NULL);
 menu->setPosition(Vec2::ZERO);
 this->addChild(menu, 1);
 
 
 
 
 auto label = Label::createWithTTF("Test Eraser", "fonts/Marker Felt.ttf", 24);
 
 
 label->setPosition(Vec2(origin.x + visibleSize.width/2,
       origin.y + visibleSize.height - label->getContentSize().height));
 
 this->addChild(label, 1);
 
 
 
 sprFore = Sprite::create("HelloWorld.png");
 sprFore->setPosition(Vec2(visibleSize / 2) + origin);
 sprFore->retain();
 renderTexture = RenderTexture::create(visibleSize.width, visibleSize.height, Texture2D::PixelFormat::RGBA8888);
 renderTexture->setContentSize(visibleSize);
 renderTexture->retain();
 this->addChild(renderTexture);
 renderTexture->setPosition(Vec2(visibleSize / 2) + origin);
 
 
 
 renderTexture->beginWithClear(0, 0, 0, 0);
 sprFore->visit();
 renderTexture->end();
 
 
 
 auto listener = EventListenerTouchAllAtOnce::create();
 listener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved, this);
 _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
 
 //不斷判斷是否擦除完畢
 schedule(schedule_selector(HelloWorld::myUpdate), 0.5f);
 return true;
}
 
 
void HelloWorld::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 HelloWorld::myUpdate(float dt)
{
 if (myIsDataClear(renderTexture) == true)
 {
 
 log("image is clear !");
 }
 
 if (myIsDataClearInRect(renderTexture,300,200,50,50) == true)
 {
 
 log("image in rect is clear !");
 }
}
 
void HelloWorld::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
{
 auto touch = touches[0];
 auto start = touch->getLocation();
 auto end = touch->getPreviousLocation();
 
 // begin drawing to the render texture
 renderTexture->begin();
 
 // for extra points, we'll draw this smoothly from the last position and vary the sprite's
 // scale/rotation/offset
 float distance = start.getDistance(end);
 if (distance > 1)
 {
 int d = (int)distance;
 _brushs.clear();
 for (int i = 0; i < d; ++i)
 {
 //橡皮擦
 auto sprite = CCSprite::create("red.png");//主要根據(jù)圖片定義橡皮擦的形狀
 BlendFunc blendFunc;
 blendFunc.src = GL_ZERO;
 blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
 sprite->setBlendFunc(blendFunc);
 sprite->setScale(1.8f);
 renderTexture->addChild(sprite);
 _brushs.pushBack(sprite);
 }
 for (int i = 0; i < d; i++)
 {
 float difx = end.x - start.x;
 float dify = end.y - start.y;
 float delta = (float)i / distance;
 _brushs.at(i)->setPosition(Vec2(start.x + (difx * delta), start.y + (dify * delta)));
 _brushs.at(i)->visit();
 }
 }
 
 // finish drawing and return context back to the screen
 renderTexture->end();
 
}
 
bool HelloWorld::myIsDataClear(RenderTexture *pRenderTexture)
{
 bool m_bEraserOk = false;
 
 Image* image = new Image();
 image = pRenderTexture->newImage(true);
 
 int m = 3;
 if (image->hasAlpha())
 {
 m = 4;
 }
 
 unsigned char *data_ = image->getData();
 
 int x = 0, y = 0;
 /// 這里要提醒一點,即Opengl下,其中心點坐標(biāo)在左上角
 for (x = 0; x < pRenderTexture->getContentSize().width; ++x)
 {
 for (y = 0; y < pRenderTexture->getContentSize().height; ++y)
 {
 //獲取每個點的像素點值
 unsigned char *pixel = data_ + (x + y * image->getWidth()) * m;
 
 // You can see/change pixels' RGBA value(0-255) here !
 unsigned int r = (unsigned int)*pixel;
 unsigned int g = (unsigned int)*(pixel + 1);
 unsigned int b = (unsigned int)*(pixel + 2);
 unsigned int a = (unsigned int)*(pixel + 3);
 
 if (r != 0 && g != 0 && b != 0 && a != 0)
 {
 m_bEraserOk = false;
 break;
 }
 }
 //如果改列 有一個點的像素點值不為零 跳出
 if (pRenderTexture->getContentSize().height != y)
 {
 break;
 }
 }
 
 //如果所有點的像素點值都為0 則擦除完畢
 if (x == pRenderTexture->getContentSize().width && y == pRenderTexture->getContentSize().height)
 {
 m_bEraserOk = true;
 }
 
 delete image;
 
 return m_bEraserOk;
}
 
bool HelloWorld::myIsDataClearInRect(RenderTexture *pRenderTexture, int x, int y, int width, int height)
{
 
 
 
 bool m_bEraserOk = false;
 
 Image* image = new Image();
 image = pRenderTexture->newImage(true);
 
 int m = 3;
 if (image->hasAlpha())
 {
 m = 4;
 }
 
 int i = 0, j = 0;
 unsigned char* mdata = (unsigned char*)image->getData();
 for (i = 0; i < width; ++i)
 {
 for (j = 0; j < height; ++j)
 {
 
 unsigned char *pixel = mdata + (i + x + (image->getHeight() - y - (height - j)) * image->getWidth()) * m;
 
 // You can see/change pixels' RGBA value(0-255) here !
 unsigned int r = (unsigned int)*pixel;
 unsigned int g = (unsigned int)*(pixel + 1);
 unsigned int b = (unsigned int)*(pixel + 2);
 unsigned int a = (unsigned int)*(pixel + 3);
 
 if (r != 0 && g != 0 && b != 0 && a != 0)
 {
 break;
 }
 
 }
 
 if (height != j)
 {
 break;
 }
 }
 
 if (i == width && j == height)
 {
 m_bEraserOk = true;
 }
 return m_bEraserOk;
}

看下運行效果

cocos2dx實現(xiàn)橡皮擦效果以及判斷是否擦除完畢

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持創(chuàng)新互聯(lián)。

文章題目:cocos2dx實現(xiàn)橡皮擦效果以及判斷是否擦除完畢
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