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我正在使用Cocos2d來拖動sprite,並嘗試添加邊框(如果選擇了sprite)。我可以顯示我的白色背景,但我的邊界證明特別困難。我有這樣的代碼:CCLayer周圍的邊框
if(self.selectedSprite)
self.selectedSprite = nil;
CCLayerColor *selectedLayer = [[CCLayerColor alloc] init];
// CCSprite *backgroundSprite = [CCSprite spriteWithFile:@"white_1x1.gif" rect:CGRectMake(2,2,self.boundingBox.size.width-4,self.boundingBox.size.height-4)];
CCSprite *backgroundSprite = [CCSprite spriteWithFile:@"white_1x1.gif" rect:CGRectMake(0,0,self.boundingBox.size.width,self.boundingBox.size.height)];
[backgroundSprite setContentSize:CGSizeMake(self.contentSize.width-4, self.contentSize.height-4)];
backgroundSprite.anchorPoint = ccp(0,0);
CCRenderTexture* rt = [CCRenderTexture renderTextureWithWidth:backgroundSprite.texture.contentSize.width + 2 height:backgroundSprite.texture.contentSize.height+2];
[backgroundSprite setFlipY:YES];
[backgroundSprite setColor:ccc3(0,0,0)];
ccBlendFunc originalBlendFunc = [backgroundSprite blendFunc];
[backgroundSprite setBlendFunc:(ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }];
CGPoint bottomLeft = ccp(backgroundSprite.texture.contentSize.width * backgroundSprite.anchorPoint.x + 1, backgroundSprite.texture.contentSize.height * backgroundSprite.anchorPoint.y + 1);
CGPoint position = ccpSub([backgroundSprite position], ccp(-backgroundSprite.contentSize.width/2.0f, -backgroundSprite.contentSize.height/2.0f));
[rt begin];
for (int i=0; i<360; i++) // you should optimize that for your needs
{
[backgroundSprite setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*1, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*1)];
[backgroundSprite visit];
}
[backgroundSprite setPosition:bottomLeft];
[backgroundSprite setBlendFunc:originalBlendFunc];
[backgroundSprite setColor:ccc3(255,255,255)];
[backgroundSprite visit];
[rt end];
[rt setPosition:position];
[selectedLayer addChild:rt];
[selectedLayer addChild:backgroundSprite];
self.selectedSprite = selectedLayer;
我試過各種咒語,但似乎沒有顯示邊框。我只需要一個矩形的黑色邊框,在我的圖層上的其他所有元素的背面都填充了白色。
非常好,那正是我需要的。 m_needDrawRect是你用來控制筆畫是否可見的。 – Echilon
是的,這段代碼剛從我的課程複製過來=) – Morion