cocos ClippingNode 之绘制六边形战力(一)

ClippingNode 用于对节点进行裁剪或遮罩,继承于Node。根据指定的模版(Stencil)裁剪图片生成不同的形状,可像普通的节点放到Node,Layer,Scene中。其原理图如下:

模版(Stencil):可设定任意形状

底板: 根据模版形状裁切底板

Layer: 用于显示裁切出来的图片

 

在策略动作游戏中,我们经常会看到人物属性表,如下效果图:

为了美观,我们需要两张图资源,一张用于背景,另一张用于裁切。其图片为正六边形,如下:

其正六边形斜线上点的位置计算图示如下:

其Demo实现代码如下:

local winSize = cc.Director:getInstance():getWinSize()
local ClipTest = class("ClipTest", function()
    return cc.Layer:create()
end)

function ClipTest:ctor()
    self:creatClipWnd()
end 

function ClipTest:creatClipWnd()
    -- 添加背景
    local bgSprite = cc.Sprite:create("clip_2.png")
    bgSprite:setPosition(cc.p(winSize.width/2, winSize.height/2))
    self:addChild(bgSprite)

    local bgSize = bgSprite:getContentSize()
    local bgPosX, bgPosY = bgSprite:getPosition()
    local center = cc.p(bgPosX,bgPosY)          -- 中心点位置
    local radius = bgSize.height/2              -- 半径 
    local angle = math.rad(30)                  -- 角度

    -- 测试数据
    local numList = {70,10,80,90,60,50}
    local textList = {
        [1] = {name = "攻击", pos = cc.p(bgPosX, bgPosY + radius+ 10)},
        [2] = {name = "防御", pos = cc.p(bgPosX+radius*math.cos(angle)+20, bgPosY+radius/2)},
        [3] = {name = "生命", pos = cc.p(bgPosX+radius*math.cos(angle)+20, bgPosY-radius/2)},
        [4] = {name = "暴击", pos = cc.p(bgPosX,bgPosY - radius - 10)},
        [5] = {name = "闪避", pos = cc.p(bgPosX-radius*math.cos(angle)-20, bgPosY-radius/2)},
        [6] = {name = "魅力", pos = cc.p(bgPosX-radius*math.cos(angle)-20, bgPosY+radius/2)},
    }

    -- 属性文本
    for i = 1, 6 do 
        local label = ccui.Text:create(textList[i].name, "Arial", 18)
        label:setPosition(textList[i].pos)
        self:addChild(label)
    end 

    -- 使用DrawNode绘制六边形,可参考:https://www.cnblogs.com/SkyflyBird/p/10133960.html
    -- 每条半径点上的位置要进行等比换算,公式: X/num = radius/100, 求X
    -- 攻击
    local pos1 = {}
    pos1.x = center.x
    pos1.y = center.y + math.floor((numList[1]*radius)/100)
    -- 防御
    local pos2 = {}
    local radius2 = math.floor((numList[2]*radius)/100)   
    pos2.x = center.x + math.cos(angle)*radius2
    pos2.y = center.y + math.sin(angle)*radius2
    -- 生命
    local pos3 = {}
    local radius3 = math.floor((numList[3]*radius)/100)
    pos3.x = center.x + math.cos(angle)*radius3
    pos3.y = center.y - math.sin(angle)*radius3
    -- 暴击
    local pos4 = {}
    pos4.x = center.x
    pos4.y = center.y - math.floor((numList[4]*radius)/100)
    -- 闪避
    local pos5 = {}
    local radius5 = math.floor((numList[5]*radius)/100)
    pos5.x = center.x - math.cos(angle)*radius5
    pos5.y = center.y - math.sin(angle)*radius5
    -- 魅力
    local pos6 = {}
    local radius6 = math.floor((numList[6]*radius)/100)
    pos6.x = center.x - math.cos(angle)*radius6
    pos6.y = center.y + math.sin(angle)*radius6
    -- 
    local drawnode = cc.DrawNode:create()
    local vertices = {pos1,pos2,pos3,pos4,pos5,pos6}
    drawnode:drawSolidPoly(vertices, 6, cc.c4b(0,1,0,1))

    -- 将绘制的六边形作为模版,对其clipSprite进行裁切
    local clipSprite = cc.Sprite:create("clip_1.png")
    clipSprite:setPosition(cc.p(bgPosX,bgPosY))

    -- 
    local clipnode = cc.ClippingNode:create()
    clipnode:setPosition(cc.p(0,0))
    -- 设置alpha
    clipnode:setAlphaThreshold(1) 
    -- 添加底板       
    clipnode:addChild(clipSprite) 
    -- 设置模板         
    clipnode:setStencil(drawnode) 
    -- true底板可见,false模板可见    
    clipnode:setInverted(false)            
    self:addChild(clipnode,100)
end

return ClipTest

 

posted @ 2018-12-23 23:04  Code~  阅读(1043)  评论(0编辑  收藏  举报