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我一直在尋找過去幾個小時的方法來在cocos2d中創建一個圍繞標籤的筆劃,但到目前爲止我所有的想法都是這樣的:CCLabelTTF Font Stroke Demo這就是我需要,但中風看起來非常塊,我需要看起來更順暢的東西。有什麼方法可以打開某種中風的抗鋸齒功能,或者有其他方法來創建中風。任何幫助,將不勝感激。如何在CCLabelTTF上創建筆畫
我一直在尋找過去幾個小時的方法來在cocos2d中創建一個圍繞標籤的筆劃,但到目前爲止我所有的想法都是這樣的:CCLabelTTF Font Stroke Demo這就是我需要,但中風看起來非常塊,我需要看起來更順暢的東西。有什麼方法可以打開某種中風的抗鋸齒功能,或者有其他方法來創建中風。任何幫助,將不勝感激。如何在CCLabelTTF上創建筆畫
要創建一個行程:
-(CCRenderTexture*) createStroke: (CCLabelTTF*) label size:(float)size color:(ccColor3B)cor
{
CCRenderTexture* rt = [CCRenderTexture renderTextureWithWidth:label.texture.contentSize.width+size*2 height:label.texture.contentSize.height+size*2];
CGPoint originalPos = [label position];
ccColor3B originalColor = [label color];
BOOL originalVisibility = [label visible];
[label setColor:cor];
[label setVisible:YES];
ccBlendFunc originalBlend = [label blendFunc];
[label setBlendFunc:(ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }];
CGPoint bottomLeft = ccp(label.texture.contentSize.width * label.anchorPoint.x + size, label.texture.contentSize.height * label.anchorPoint.y + size);
//CGPoint positionOffset = ccp(label.texture.contentSize.width * label.anchorPoint.x - label.texture.contentSize.width/2,label.texture.contentSize.height * label.anchorPoint.y - label.texture.contentSize.height/2);
//use this for adding stoke to its self...
CGPoint positionOffset= ccp(-label.contentSize.width/2,-label.contentSize.height/2);
CGPoint position = ccpSub(originalPos, positionOffset);
[rt begin];
for (int i=0; i<360; i+=60) // you should optimize that for your needs
{
[label setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)];
[label visit];
}
[rt end];
[[[rt sprite] texture] setAntiAliasTexParameters];//THIS
[label setPosition:originalPos];
[label setColor:originalColor];
[label setBlendFunc:originalBlend];
[label setVisible:originalVisibility];
[rt setPosition:position];
return rt;
}
用法:
CCRenderTexture* myStroke = [self createStroke:myCCLabelTTF size:myStrokeSize color:ccYELLOW];
[myCCLabelTTF addChild:myStroke z:-1 tag:kTagStroke];
而增加的平滑度,修改下面的功能,以滿足您的需求(減少+60增量或許+30)。請注意,迭代越多,渲染時間就越多,這會對性能產生負面影響:
for (int i=0; i<360; i+=60) // you should optimize that for your needs
{
[label setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)];
[label visit];
}