在cocos2D中创建形状层 [英] create shapes layer in cocos2D
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问题描述
在我的UIkit应用中,我使用了以下代码:
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);
来创建形状,因此我得到了一个具有精确绘制形状的图层。请问如何在cocos2D中做同样的事情?谢谢。对不起,我的英语是我的法语:/
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 :/
推荐答案
您需要做的就是绘制一条通往<$ c $的路径c> CGContext 并将结果图像设置为 CCSprite
:
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];
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