刮奖效果其实挺简单的,需要用到RenderTexture来进行渲染,通过你所要渲染的图层,把该层的颜色进行设置混合就可以达到效果,具体看代码,我用的lua实现的。
local winsize = cc.Director:sharedDirector():getWinSize(); local dataSprite = cc.Sprite:create("Star.png")--要把这个图片刮出来 dataSprite:setAnchorPoint(cc.p(0.5,0.5)); dataSprite:move(winsize.width / 2.0,winsize.height / 2.0); self:addChild(dataSprite) pEarse = cc.DrawNode:create() pEarse:drawDot(cc.p(0,0),5,cc.c4f(1,1)); pEarse:retain() pRTex = cc.RenderTexture:create(winsize.width,winsize.height); pRTex:setPosition(cc.p(winsize.width / 2,winsize.height / 2)); --this:addChild(pRTex); pRTex:retain() local pBg = cc.Sprite:create("d1.png");--这个作为当“油漆层” pBg:setAnchorPoint(cc.p(0.5,0.5)); pBg:move(winsize.width / 2.0,winsize.height / 2.0); pRTex:begin(); dataSprite:visit(); pBg:visit(); pRTex:endToLua(); local layer=cc.Layer:create() self:addChild(layer,1000) layer:addChild(pRTex); layer:setNodeTouch(handler(self,self.onTouchStart))鼠标移动代码:
function shop.erasure(event) -- body print("erasure: ",event.name) --todo print("moved") local touchPoint = event.pos pEarse:setPosition(event.pos.x,event.pos.y); -- 设置混合模式 local blendFunc = { GL_ONE,GL_ZERO }; pEarse:setBlendFunc(blendFunc); -- 将橡皮擦的像素渲染到画布上,与原来的像素进行混合 pRTex:begin(); pEarse:visit(); pRTex:endToLua(); end原文链接:/cocos2dx/342485.html