create shapes layer in cocos2D

余生长醉 提交于 2019-12-11 08:24:32

问题


well in my UIkit app I used this code:

boxPath = CGPathCreateMutable();

CGPathMoveToPoint(boxPath, nil, center.x , center.y - 35);
CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 4.7);

CGPathCloseSubpath(boxPath);

to create a shape, thus I had a layer with a precise shape that I had drawn. How can I do the same thing in cocos2D please? Thank you. Sorry for my english I'm french :/


回答1:


What you need to do is draw that path to a CGContext and set the resulting image to a CCSprite:

CGSize size = CGSizeMake(width, height); // width and height should be predefined
CGPoint center = CGPointMake(size.width/2, size.height/2); // change this to change where the shape is positioned inside the image (normally will be this value)
UIGraphicsBeginImageContextWithOptions(size, NO, 0);

CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, 1); // Replace 1 with your desired line width
CGContextSetRGBStrokeColor(context, 0.0, 0.0, 0.0, 1.0); // Change RGBA values if needed

CGMutablePathRef boxPath = CGPathCreateMutable();

CGPathMoveToPoint(boxPath, nil, center.x , center.y - 35);
CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 4.7);
CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 4.7);

CGPathCloseSubpath(boxPath);

CGContextAddPath(context, boxPath);
CGContextStrokePath(context);

UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
CCTexture2D *texture = [[CCTexture2D alloc] initWithImage:image];
CCSprite *sprite = [CCSprite spriteWithTexture:texture];
[texture release];

[self addChild:sprite];


来源:https://stackoverflow.com/questions/9505792/create-shapes-layer-in-cocos2d

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