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

    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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  • 原文地址:https://www.cnblogs.com/orxx/p/10670664.html
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