cocos2d-x|cocos2dx-3.2 之 闪电效果



参考闪电特效算法:http://krazydad.com/bestiary/bestiary_lightning.html
算法详细信息可参上述网址


下面直接上代码,这其实就是一个算法问题:
.h文件

#ifndef __HELLO_LIGHTING_H__ #define __HELLO_LIGHTING_H__#include "cocos2d.h" USING_NS_CC; class HelloLighting : public cocos2d::Layer { public: HelloLighting(void); ~HelloLighting(void); virtual bool init(); virtual void update(float delta); static cocos2d::Scene* createScene(); CREATE_FUNC(HelloLighting); virtual void draw(cocos2d::Renderer *renderer,const cocos2d::Mat4& transform,uint32_t flags); void drawLighting(float x1, float y1, float x2, float y2, float displace); private: float curDetail; Point pos1; Point pos2; }; #endif //__HELLO_LIGHTING_H__


.cpp文件


#include "HelloLighting.h"HelloLighting::HelloLighting(void) { }HelloLighting::~HelloLighting(void) { }cocos2d::Scene* HelloLighting::createScene() { Scene *scene = Scene::create(); HelloLighting *layer = HelloLighting::create(); scene->addChild(layer); return scene; }bool HelloLighting::init() { if ( !CCLayer::init() ) { return false; } auto winSize = Director::sharedDirector()->getWinSize(); pos1 = Point(100, winSize.height/2); pos2 = Point(winSize.width-100, winSize.height/2); curDetail = 5; return true; }void HelloLighting::update( float delta ) {}void HelloLighting::draw(cocos2d::Renderer *renderer,const cocos2d::Mat4& transform,uint32_t flags) { ccDrawColor4B(255, 0, 0, 0); glLineWidth(1); drawLighting(pos1.x, pos1.y, pos2.x, pos2.y, 200); //这里多画几条线就可以看到更多了 }void HelloLighting::drawLighting( float x1, float y1, float x2, float y2, float displace ) { if (displace < curDetail) { ccDrawLine(ccp(x1,y1), ccp(x2,y2)); } else { float mid_x = (x2+x1)/2; float mid_y = (y2+y1)/2; mid_x += (CCRANDOM_0_1() - 0.5) * displace; mid_y += (CCRANDOM_0_1() - 0.5) * displace; drawLighting(x1, y1, mid_x, mid_y, displace/2); drawLighting(x2, y2, mid_x, mid_y, displace/2); } }




直接加载这个场景就可以看到效果了,其实效果图跟运行效果还是有差别的,先来欣赏一下吧!
cocos2d-x|cocos2dx-3.2 之 闪电效果
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【cocos2d-x|cocos2dx-3.2 之 闪电效果】

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