有两种方法一种是用clippingNode来进行遮罩--对节点进行遮罩式裁剪 --picPath and stencilPath 尺寸要一致, 更新节点需要移除之前的节点function cc.exports.exchangeImageToClipNode(imgNode, picPath, stencil
有两种方法一种是用clippingNode来进行遮罩--对节点进行遮罩式裁剪
--picPath and stencilPath 尺寸要一致, 更新节点需要移除之前的节点 function cc.exports.exchangeImageToClipNode(imgNode, picPath, stencilPath,index) imgNode:setVisible(false) local parent = imgNode:getParent() local clipnode = parent:getChildByName("ClipNode"..tostring(index)) if clipnode then clipnode:removeFromParent() end local clipNodeEx = cc.ClippingNode:create() parent:addChild(clipNodeEx) local maskNode = imgNode:clone() maskNode:loadTexture(picPath, ccui.TextureResType.localType) maskNode:setVisible(true) local sprite = cc.Sprite:create(stencilPath) clipNodeEx:addChild(maskNode) clipNodeEx:setStencil(sprite) maskNode:setPosition(imgNode:getPosition()) sprite:setPosition(imgNode:getPosition()) clipNodeEx:setName("ClipNode"..tostring(index)) clipNodeEx:setInverted(true) clipNodeEx:setAlphaThreshold(0.5) return clipNodeEx end
另一种是用renderTexture进行裁剪
--对纹理进行裁剪 裁剪的图片路径spritePath 裁剪的形状图片路径maskPath function cc.exports.maskedSprite(spritePath, maskPath) local textureSprite = cc.Sprite:create(spritePath) local textureSize = textureSprite:getContentSize() local maskSprite = cc.Sprite:create(maskPath) local maskSize = maskSprite:getContentSize() local renderTexture = cc.RenderTexture:create(maskSize.width,maskSize.height) maskSprite:setPosition(cc.p(maskSize.width/2,maskSize.height/2)) textureSprite:setPosition(cc.p(textureSize.width/2,textureSize.height/2)) maskSprite:setBlendFunc(cc.blendFunc(GL_ONE,GL_ZERO)) textureSprite:setBlendFunc(cc.blendFunc(GL_DST_ALPHA,GL_ZERO)) renderTexture:begin() maskSprite:visit() textureSprite:visit() renderTexture:endToLua() local retSprite = cc.Sprite:createWithTexture(renderTexture:getSprite():getTexture()) retSprite:setFlippedY(true) return retSprite end
第一种方法可以根据imageview的尺寸自适应,不过有个bug,如果有弹出窗的层级高于在遮罩图片的被创建前父节点的层级,当遮罩图片被创建以后,弹出窗也会被遮罩裁剪
第二种方法则是在利用需要裁剪的图片纹理,重新创建了一个裁剪图片,因此图片的大小是相对于纹理的尺寸,大小需要手动进行设置