• cocos2dx-lua 圆角矩形 圆角图片 drawNode


    使用的官方类是:drawNode

    函数是:drawNode:drawPolygon()

    C++函数的参数说明:

    //画多边形,verts为点集,count为点数,fillColor为填充颜色,borderWidth为边缘线宽,borderColor为边缘线颜色

    void drawPolygon(Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);

    lua用table作为点集

     

    代码如下:

    function drawNodeRoundRect(drawNode, rect, borderWidth, radius, color, fillColor)
            -- segments表示圆角的精细度,值越大越精细
            local segments = 100
            --local segments = 4
            local origin = cc.p(rect.x, rect.y)
            local destination = cc.p(rect.x + rect.width, rect.y - rect.height)
            local points = { }
    
            -- 算出1/4圆
            local coef = math.pi / 2 / segments
            local vertices = { }
    
            for i = 0, segments do
                local rads =(segments - i) * coef
                local x = radius * math.sin(rads)
                local y = radius * math.cos(rads)
    
                table.insert(vertices, cc.p(x, y))
            end
    
            local tagCenter = cc.p(0, 0)
            local minX = math.min(origin.x, destination.x)
            local maxX = math.max(origin.x, destination.x)
            local minY = math.min(origin.y, destination.y)
            local maxY = math.max(origin.y, destination.y)
            local dwPolygonPtMax =(segments + 1) * 4
            local pPolygonPtArr = { }
    
            -- 左上角
            tagCenter.x = minX + radius;
            tagCenter.y = maxY - radius;
    
            for i = 0, segments do
                local x = tagCenter.x - vertices[i + 1].x
                local y = tagCenter.y + vertices[i + 1].y
    
                table.insert(pPolygonPtArr, cc.p(x, y))
            end
    
            -- 右上角
            tagCenter.x = maxX - radius;
            tagCenter.y = maxY - radius;
    
            for i = 0, segments do
                local x = tagCenter.x + vertices[#vertices - i].x
                local y = tagCenter.y + vertices[#vertices - i].y
    
                table.insert(pPolygonPtArr, cc.p(x, y))
            end
    
            -- 右下角
            tagCenter.x = maxX - radius;
            tagCenter.y = minY + radius;
    
            for i = 0, segments do
                local x = tagCenter.x + vertices[i + 1].x
                local y = tagCenter.y - vertices[i + 1].y
    
                table.insert(pPolygonPtArr, cc.p(x, y))
            end
    
            -- 左下角
            tagCenter.x = minX + radius;
            tagCenter.y = minY + radius;
    
            for i = 0, segments do
                local x = tagCenter.x - vertices[#vertices - i].x
                local y = tagCenter.y - vertices[#vertices - i].y
    
                table.insert(pPolygonPtArr, cc.p(x, y))
            end
    
            if fillColor == nil then
                fillColor = cc.c4f(1, 1, 1, 1)
            end
    
            drawNode:drawPolygon(pPolygonPtArr, #pPolygonPtArr, fillColor, borderWidth, color)
        end
    
    
        --创建DrawNode
    local imagePath = "res/test.png" head = cc.DrawNode:createWithFilename(imagePath) head:setAnchorPoint(cc.p(0.5, 0.5)) head:setPosition(cc.p(156+700-190, 134+170+120)) scene:addChild(head,9999) --配置参数 local TestRect = {} TestRect.x = 0 TestRect.width = 535 TestRect.y=0 TestRect.height = 235 local TestBorderWidth = 0 local TestColor = cc.c4f(1,1,1,1) local Testradius = 20 head:clear() drawNodeRoundRect(head,TestRect,TestBorderWidth,Testradius,TestColor,TestColor)
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  • 原文地址:https://www.cnblogs.com/mingfuqishi/p/9564536.html
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