用一张资源图像完成技能CD的动画实现,这里用到了其他博主分享的一个取灰色图片的代码,在此谢过!
BYGraySprite.h文件
#include "cocoa/CCGeometry.h" #include "cocos2d.h" USING_NS_CC; class BYGraySprite : public CCSprite{ public: BYGraySprite(); virtual ~BYGraySprite(); static BYGraySprite* create(const char* pszFileName); bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect); virtual void draw(); }; #endif
BYGraySprite.cpp文件
#include "BYGraySprite.h" BYGraySprite::BYGraySprite(){ } BYGraySprite::~BYGraySprite(){ } BYGraySprite* BYGraySprite::create( const char* pszFileName ){ BYGraySprite* graySprite = new BYGraySprite; if (graySprite && graySprite->initWithFile(pszFileName)){ graySprite->autorelease(); return graySprite; }else{ CC_SAFE_RELEASE(graySprite); return NULL; } } bool BYGraySprite::initWithTexture(CCTexture2D* pTexture, const CCRect& tRect ){ do{ CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect)); GLchar* pszFragSource = "#ifdef GL_ES \n \ precision mediump float; \n \ #endif \n \ uniform sampler2D u_texture; \n \ varying vec2 v_texCoord; \n \ varying vec4 v_fragmentColor; \n \ void main(void) \n \ { \n \ // Convert to greyscale using NTSC weightings \n \ vec4 col = texture2D(u_texture, v_texCoord); \n \ float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n \ gl_FragColor = vec4(grey, grey, grey, col.a); \n \ }"; CCGLProgram* pProgram = new CCGLProgram(); pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource); this->setShaderProgram(pProgram); pProgram->release(); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->link(); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->updateUniforms(); CHECK_GL_ERROR_DEBUG(); return true; } while (0); return false; } void BYGraySprite::draw(){ ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex ); ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst ); this->getShaderProgram()->use(); this->getShaderProgram()->setUniformForModelViewProjectionMatrix(); ccGLBindTexture2D( this->getTexture()->getName() ); #define kQuadSize sizeof(m_sQuad.bl) long offset = (long)&m_sQuad; // vertex int diff = offsetof( ccV3F_C4B_T2F, vertices); glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // texCoods diff = offsetof( ccV3F_C4B_T2F, texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CC_INCREMENT_GL_DRAWS(1); }
源码实现:
//灰白图的生成 BYGraySprite* graySprite = BYGraySprite::create("Icon-72.png"); graySprite->setPosition(ccp(240, 160)); std::cout<<graySprite->getContentSize().height<<graySprite->getContentSize().width<<std::endl; graySprite->setAnchorPoint(ccp(.5, .5)); this->addChild(graySprite,-1); CCSprite* normalSprite = CCSprite::create("Icon-72.png"); CCProgressTo *action1 = CCProgressTo::create(2, 100); CCProgressTimer *cdAct = CCProgressTimer::create(normalSprite); cdAct->setType(kCCProgressTimerTypeRadial); cdAct->setPosition(ccp(240,160)); cdAct->runAction(CCRepeatForever::create(action1)); this->addChild(cdAct);好了,笔记就做到这,仅用一张资源图就可以搞定的技能CD,mark一下,分享快乐~~