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cocos creator基础-(三十二)cc.Graphics组件和cc.Camera组件

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cc.Graphics组件 1: Alpha 混合的算法; 2: LineWidth 线的宽度; 3: Line Join 接头的方式: BEVEL, MITER, ROUND 4: Line Cap 模式: BUIT, Round, SQUARE 5: Stoker Color: 线的颜色 6: Fill Color: 填充颜色 7: Miter Limit: 10; G
cc.Graphics组件

 

1: Alpha 混合的算法; 2: LineWidth 线的宽度; 3: Line Join 接头的方式: BEVEL, MITER, ROUND 4: Line Cap 模式: BUIT, Round, SQUARE 5: Stoker Color: 线的颜色 6: Fill Color: 填充颜色 7: Miter Limit: 10;

 

Graphics命令
// 需要先给节点绑定cc.Graphics组件
var graphics = this.getComponent(cc.Graphics);
// 布径, moveTo
graphics.moveTo(-50, 50);
graphics.lineTo(-50, -50);
graphics.lineTo(50, -50);
graphics.lineTo(50, 50);
graphics.close(); // 组成一个封闭的路径
// end 

// 画线,填充;
graphics.stroke();
graphics.fill();

// graphics.clear();

 

摄像机cc.Camera
1: 所有的物体都是由摄像机绘制出来的; 2:culling Mask: 这个摄像机拍摄的物体的类型; 3:depth:根据摄像机的depth来决定哪个摄像机先绘制,哪个后绘制;     值越小越先绘制 4: clearFlags: 摄像机清屏设置;
坐标转换
1: 当摄像机移动后,鼠标点击的位置,是摄像机下的坐标; 2: 摄像机坐标转世界坐标:   camera.getCameraToWorldPoint(point, out); 3: 世界坐标转摄像机坐标:   camera.getWorldToCameraPoint(point, out);   足球移动demo
//follow_target.js 摄像机跟随

cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //     // ATTRIBUTES:
        //     default: null,        // The default value will be used only when the component attaching
        //                           // to a node for the first time
        //     type: cc.SpriteFrame, // optional, default is typeof default
        //     serializable: true,   // optional, default is true
        // },
        // bar: {
        //     get () {
        //         return this._bar;
        //     },
        //     set (value) {
        //         this._bar = value;
        //     }
        // },

        target: {
            type: cc.Node,
            default: null,
        },
    },

    // LIFE-CYCLE CALLBACKS:

    // onLoad () {},

    start() {

    },

    update(dt) {
        if (this.target === null) {
            return;
        }

        var w_pos = this.target.convertToWorldSpaceAR(cc.v2(0, 0)); // cc.v2 ---> cc.p
        var pos = this.node.parent.convertToNodeSpaceAR(w_pos);

        this.node.x = pos.x;
        this.node.y = pos.y;
    },
});
// game_ctrl.js 捕捉touchevent

var nav_agent = require("nav_agent");

cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //     // ATTRIBUTES:
        //     default: null,        // The default value will be used only when the component attaching
        //                           // to a node for the first time
        //     type: cc.SpriteFrame, // optional, default is typeof default
        //     serializable: true,   // optional, default is true
        // },
        // bar: {
        //     get () {
        //         return this._bar;
        //     },
        //     set (value) {
        //         this._bar = value;
        //     }
        // },
        camera: {
            type: cc.Camera,
            default: null,
        },

        player: {
            type: nav_agent,
            default: null,
        },

        map: {
            type: cc.Node,
            default: null,
        },
    },

    // LIFE-CYCLE CALLBACKS:

    // onLoad () {},

    start() {
        this.node.on(cc.Node.EventType.TOUCH_START, function(e) {
            var camrea_pos = e.getLocation(); // 除非camrea (0, 0) 否者你要转换一下啊; 
            var w_pos = this.camera.getCameraToWorldPoint(camrea_pos);

            var pos = this.map.convertToNodeSpaceAR(w_pos);
            this.player.walk_to_map(pos);
        }.bind(this), this);
    },

    // update (dt) {},
});
// nav_agent.js角色位移代码

cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //     // ATTRIBUTES:
        //     default: null,        // The default value will be used only when the component attaching
        //                           // to a node for the first time
        //     type: cc.SpriteFrame, // optional, default is typeof default
        //     serializable: true,   // optional, default is true
        // },
        // bar: {
        //     get () {
        //         return this._bar;
        //     },
        //     set (value) {
        //         this._bar = value;
        //     }
        // },
        speed: 100,
    },

    // LIFE-CYCLE CALLBACKS:

    // onLoad () {},

    start() {
        this.is_waling = false;
    },

    walk_to_map(dst) {
        var src = this.node.getPosition();
        var dir = dst.sub(src); // cc.pSub dst.sub; cc.pSub(dst, src);
        var len = dir.mag(); // cc.pLength;
        if (len <= 0) {
            return;
        }


        this.walk_time = len / this.speed;
        this.now_time = 0;
        this.vx = this.speed * (dir.x / len);
        this.vy = this.speed * (dir.y / len);
        this.is_waling = true;
    },

    update(dt) {
        if (this.is_waling === false) {
            return;
        }

        this.now_time += dt;
        if (this.now_time > this.walk_time) {
            dt -= (this.now_time - this.walk_time);
        }

        var sx = this.vx * dt;
        var sy = this.vy * dt;
        this.node.x += sx;
        this.node.y += sy;

        if (this.now_time >= this.walk_time) {
            this.is_waling = false;
        }
    },
});
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