Cocos2dx 炮台坐标准备

ReZero lol

cocos2d-x 中自己写的draw函数会自己调用的

要把画画的代码放到draw里面不然画不出来的

比如说:将画一条直线放到下面这函数是画不出来的

bool HelloWorld::init(){

。。。。。。

ccDrawLine( ccp(0, 0), ccp(s.width, s.height) );
CHECK_GL_ERROR_DEBUG();

。。。。。。

}

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#include "TowerPosEditorLayer.h"

TowerPosEditorLayer::TowerPosEditorLayer(){
m_iCurLevel = 1;
}

TowerPosEditorLayer::~TowerPosEditorLayer(){

}

bool TowerPosEditorLayer::init(){
if (!Layer::init()){
return false;
}

auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = \[\](Touch* touch, Event* event){
return true;
};

listener->onTouchEnded = \[&\](Touch* touch, Event* event){
Point pos = Director::getInstance()->convertToGL(touch->getLocationInView());
editTowerPos(pos);
};

_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

return true;

}

void TowerPosEditorLayer::editTowerPos(Point pos){
PosBase* existPos = findExistTowerPos(pos);
if (existPos != NULL){
deleteTowerPos(existPos);
}
else {
createTowerPos(pos);
}
}

PosBase* TowerPosEditorLayer::findExistTowerPos(Point pos){
for (auto basePos : m_towerPosList){
if (basePos->isClickMe(pos)){
return basePos;
}
}
return NULL;
}

void TowerPosEditorLayer::createTowerPos(Point pos){
TowerPos* tPos = TowerPos::create(pos, true);
this->addChild(tPos, 10);
m_towerPosList.pushBack(tPos);
}

void TowerPosEditorLayer::deleteTowerPos(PosBase* existPos){
this->removeChild(existPos);
m_towerPosList.eraseObject(existPos);
}

void TowerPosEditorLayer::deleteAllPos(){
this->removeAllChildrenWithCleanup(true);
m_towerPosList.clear();
}





**而放到draw函数就能画出来,也不需要调用**

void HelloWorld::draw(){

ccDrawLine( ccp(0, 0), ccp(s.width, s.height) );
CHECK\_GL\_ERROR_DEBUG();

}

</pre><pre name="code" class="cpp">转:

<pre name="code" class="cpp">3.0之前是visit后就draw,而draw是真正的OpenGL操作。也就是说,每访问一个对象,先计算节点的渲染数据,然后马上渲染。因为节点是按树形结构组织的,如果两个父节点p1和p2的深度分别是10和20,c1是p1的子节点,其深度是30,c2是p2的子节点,其深度是5。则渲染顺序是p1、c1、c2、p2。

3.0也是在visit后就draw,但是draw并不进行OpenGL操作。3.0抽象了一个RenderCommand,在draw的时候其实是生成一个渲染命令,渲染命令其实就是对渲染所需要的数据的封装。RenderCommand作为基类,只包含了两个成员,一个是命令类型\_type,这个很必要,正是靠这个来获取子类对象的具体类型的,这里没有用运行时类型,应该是考虑到效率;另一个是z深度\_globalOrder,这个也很必要,渲染的时候必然要对节点排序,而z序是唯一的依据。

3.0包含了以下几个RenderCommand的子类:

1,CustomCommand:

顾名思义,是客户自定义的。它没有过多的数据,只有一个std::function<>类型成员func,这个是在节点draw创建CustomCommand的时候传入的参数,而在真正渲染的时候调用的正是这个函数。比如Label,它的draw函数体为:

void Label::draw()

{

\_customCommand.init(\_globalOrder);

\_customCommand.func=CC\_CALLBACK_0(Label::onDraw, this,transform,transformUpdated);

render->addCommand(&_customCommand);
}

可见,真正的渲染是在onDraw回调函数中。onDraw的操作和此前版本的draw函数相差不大,都是设置混合方式,使用GLProgram,更新shader的变换矩阵等shader所用到的uniform变量,更新子节点位置(注:因为是批量渲染,这个和此前的CCSpriteBatchNode很相近),调用TextureAtlas::drawQuads();

使用CustomCommand还有Layer,LableAtlas,LabelBMFont,此外还有RenderTexture,这个比较特殊,下面会说。

注:估计作者是对所有不太好抽象的渲染节点,就干脆做了一个CustomCommand。




#include "TowerPos.h"


TowerPos::TowerPos(){
m_pos = Point(0, 0);
m_isDebug = false;
}

TowerPos::~TowerPos(){

}

//要画的东西丢给draw,draw会调用onDraw来绘制,该函数会自动被调用
//renderer渲染器, draw函数固定重写,决定画啥的还是onDraw
void TowerPos::draw(Renderer* renderer, const kmMat4 &transform, bool transformUpdate){
if (m_isDebug){
\_customCommand.init(\_globalZOrder);
\_customCommand.func = CC\_CALLBACK_0(TowerPos::onDraw, this, transform, transformUpdate);
renderer->addCommand(&_customCommand);
}
}

void TowerPos::onDraw(const kmMat4 &transform, bool transformUpdate){
//开始绘制
kmGLPushMatrix();
kmGLLoadMatrix(&transform);
//笔刷厚度
glLineWidth(5.0f);

Point srcPos = Point(m\_pos.x - RADIUS, m\_pos.y + RADIUS);
Point destPos = Point(m\_pos.x + RADIUS, m\_pos.y - RADIUS);
//这函数负责各种画图
DrawPrimitives::drawRect(srcPos, destPos);

glLineWidth(1);
kmGLPopMatrix();//结束绘制

}


bool TowerPos::isClickMe(Point pos){
Point srcPos = Point(m\_pos.x - RADIUS, m\_pos.y + RADIUS);
Point destPos = Point(m\_pos.x + RADIUS, m\_pos.y - RADIUS);

if (pos.x >= srcPos.x && pos.x <= destPos.x && pos.y <= srcPos.y && pos.y >= destPos.y){
return true;
}
return false;
}

TowerPos* TowerPos::create(Point pos){
TowerPos* tPos = new TowerPos();

if (tPos && tPos->init(pos)){
tPos->autorelease();
}
else {
CC\_SAFE\_DELETE(tPos);
}
return tPos;
}

TowerPos* TowerPos::create(Point pos, bool isDebug){
TowerPos* tPos = new TowerPos();

if (tPos && tPos->init(pos, isDebug)){
tPos->autorelease();
}
else {
CC\_SAFE\_DELETE(tPos);
}
return tPos;
}

bool TowerPos::init(Point pos){
bool bRet = false;

do {
CC\_BREAK\_IF(!PosBase::init(pos));
bRet = true;
} while (0);
return bRet;
}

bool TowerPos::init(Point pos, bool isDebug){
bool bRet = false;

do {
CC\_BREAK\_IF(!PosBase::init(pos, isDebug));
bRet = true;
} while (0);
return bRet;
}

toplist 生成

如何生成plist,xml文件

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void TowerPosEditorLayer::outputPosToPlistFile(){
String* sTowerPosPath = String::createWithFormat("tollgate/towerPos_level_%d.plist", m_iCurLevel);
outputPosToPilistFile(m_towerPosList, sTowerPosPath->getCString());
}

void TowerPosEditorLayer::outputPosToPilistFile(Array* posList, const char* sFilePath){
FILE* file = fopen(sFilePath, "w");

fprintf(file, "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n");
fprintf(file, "<!DOCTYPE plist PUBLIC\"-//Apple//DTD PLIST 1.0//EN\"\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">\n");

fprintf(file, "<plist version=\"1.0\">\n");
fprintf(file, "<array>\n");

Object* obj = NULL;
PosBase* posBase = NULL;
CCARRAY_FOREACH(posList, obj){
posBase = dynamic_cast<PosBase*>(obj);

if (posBase != NULL){
fprintf(file, " <dict>\n");

fprintf(file, " <key>x</key>\n");
fprintf(file, " <integer>%.0f</integer>\n", posBase->getPos().x);

fprintf(file, " <key>y</key>\n");
fprintf(file, " <integer>%.0f</integer>\n", posBase->getPos().y);

fprintf(file, " </dict>\n");

}
}

fprintf(file, "</array>\n");
fprintf(file, "</plist>\n");

fclose(file);

}
  • Post title:Cocos2dx 炮台坐标准备
  • Post author:ReZero
  • Create time:2016-11-09 21:04:00
  • Post link:https://rezeros.github.io/2016/11/09/cocos2dx[0]/
  • Copyright Notice:All articles in this blog are licensed under BY-NC-SA unless stating additionally.
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