It seems CCLayerColor not found in Cocos2d 3.0
Here is my Cocos2d 2.0 code, I used CCLayerColor with 20% opacity.
ccColor4B color = {0,0,0,255};
CCLayerColor *fadeLayer = [CCLayerColor layerWithColor:color];
[self addChild:fadeLayer z:5];
fadeLayer.opacity = 128;
In Cocos2d v3, I tried CCNodeColor, but its not semi opaque..always black.
CCNodeColor *fadeLayer = [CCNodeColor nodeWithColor:[CCColor colorWithRed:0 green:0 blue:0]];
[self addChild: fadeLayer z:5];
fadeLayer.opacity = 128;
How can I achieve colour layer with semi transparency in Cocos2d v3 ?
Problem Solved !
Solution is simple, now opacity range 0-1 not 1-255.
CCNodeColor *fadeLayer = [CCNodeColor nodeWithColor:[CCColor colorWithRed:0 green:0 blue:0]];
[self addChild: fadeLayer z:5];
fadeLayer.opacity = 0.25f; // this fixed my problem.
Related
I am trying to make a hole on a CCRenderTexture with Cocos2D 2.0.
More specifically I have:
a CCSprite "stars" that shows some stars repeating a png image;
on top of that I have a CCRenderTexture "dark" that completely covers the "stars" sprite.
I want to be able to cut a hole on "dark" in order to show the stars below.
I am using CCRenderTexture (as suggested in some tutorials) but the hole I manage to make is never fully transparent, so the stars visible through the hole are partially obscured.
I really hope some one can show me the light, I spent over a week on this...
This is the code:
#interface MyBackgroundLayer : CCLayerGradient {
}
#end
#implementation MyBackgroundLayer
CCRenderTexture * dark;
CCSprite * stars;
-(id) init
{
if (self=[super init]) {
CGSize size = [[CCDirector sharedDirector] winSize];
// background
stars = [CCSprite spriteWithFile:#"stars.png" rect:CGRectMake(0, 0, size.width, size.height)];
stars.anchorPoint = ccp(0,0);
ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_REPEAT};
[stars.texture setTexParameters:¶ms];
[self addChild:stars];
// dark layer to cover the background
dark = [CCRenderTexture renderTextureWithWidth:size.width height:size.height];
[dark clear:0 g:0 b:0 a:1.0f];
[self addChild: dark];
dark.position = ccp(size.width/2,size.height/2);
[[dark sprite] setBlendFunc: (ccBlendFunc) { GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA }];
}
return self;
}
-(void)draw
{
[super draw];
[dark beginWithClear:0 g:0 b:0 a:1];
glColorMask(0, 0, 0, 1);
// Here I am using 0.5 as alpha value, this could seems the reason why the hole is not fully transparent.
// However if I change the alpha value to 1.0f or 0.0f the hole becomes completely opaque
ccColor4F color = ccc4f(1.f, 1.f, 1.f, 0.5f);
ccDrawSolidRect(ccp(0,0), ccp(600, 600), color);
glColorMask(1,1,1,1);
[dark end];
}
#end
I think what you're looking for is something like this ( may need some editing).
As for your code ..i thing the problem is in the blend function. Check this out to see how they work.
I am trying to implement landscape parallax scrolling which works both on iPhone 4 and the new iPhone 5. I started with a sprite which is 1136px in width (HD) and thought that I could use the same for the iPhone 4 as well. The problem is that it won't work on iPhone 4 anymore. If you're using an iPhone 5, screensize and sprite size are the same. Not so on the iPhone 4 which will result in awkward replacing of the sprite after you reached 1136px sidewards motion (i.e. the length of the sprite/iPhone 5's screen).
How can I implement endless parallax scrolling independent of the screen size / sprite size ratios?
Here is the code which updates the sprites so that they go ad infinitum (based on the code of the new Cocos2D 2 book by Itterheim):
for (CCSprite* sprite in spriteBatch.children)
{
NSNumber* factor = [speedFactors objectAtIndex:sprite.zOrder];
CGPoint pos = sprite.position;
pos.x -= (scrollSpeed * factor.floatValue) * (delta * 50);
// Reposition stripes when they're out of bounds
CGSize screenSize = [CCDirector sharedDirector].winSize;
if (pos.x < -screenSize.width)
{
pos.x += (screenSize.width * 2) - 2;
}
sprite.position = pos;
}
Here is its context:
#implementation ParallaxBackground
-(id) init
{
if ((self = [super init]))
{
CGSize screenSize = [[CCDirector sharedDirector] winSize];
// Get the game's texture atlas texture by adding it. Since it's added already it will simply return
// the CCTexture2D associated with the texture atlas.
CCTexture2D* gameArtTexture = [[CCTextureCache sharedTextureCache] addImage:#"game-art.pvr.ccz"];
// Create the background spritebatch
spriteBatch = [CCSpriteBatchNode batchNodeWithTexture:gameArtTexture];
[self addChild:spriteBatch];
bgLayerTotal = 3;
// Add the 6 different layer objects and position them on the screen
for (int i = 0; i < bgLayerTotal; i++)
{
NSString* frameName = [NSString stringWithFormat:#"bg%i.png", i];
CCSprite* sprite = [CCSprite spriteWithSpriteFrameName:frameName];
sprite.anchorPoint = CGPointMake(0, 0.5f);
sprite.position = CGPointMake(0, screenSize.height / 2);
[spriteBatch addChild:sprite z:i];
}
// Add 7 more stripes, flip them and position them next to their neighbor stripe
for (int i = 0; i < bgLayerTotal; i++)
{
NSString* frameName = [NSString stringWithFormat:#"bg%i.png", i];
CCSprite* sprite = [CCSprite spriteWithSpriteFrameName:frameName];
// Position the new sprite one screen width to the right
sprite.anchorPoint = CGPointMake(0, 0.5f);
sprite.position = CGPointMake(screenSize.width - 1, screenSize.height / 2);
// Flip the sprite so that it aligns perfectly with its neighbor
sprite.flipX = YES;
// Add the sprite using the same tag offset by numStripes
[spriteBatch addChild:sprite z:i tag:i + bgLayerTotal];
}
// Initialize the array that contains the scroll factors for individual stripes.
speedFactors = [NSMutableArray arrayWithCapacity:bgLayerTotal];
[speedFactors addObject:[NSNumber numberWithFloat:0.1f]];
[speedFactors addObject:[NSNumber numberWithFloat:3.0f]];
[speedFactors addObject:[NSNumber numberWithFloat:4.0f]];
NSAssert(speedFactors.count == (unsigned int)bgLayerTotal, #"speedFactors count does not match bgLayerTotal!");
scrollSpeed = 1.0f;
[self scheduleUpdate];
}
return self;
}
-(void) update:(ccTime)delta
{
for (CCSprite* sprite in spriteBatch.children)
{
NSNumber* factor = [speedFactors objectAtIndex:sprite.zOrder];
CGPoint pos = sprite.position;
pos.x -= (scrollSpeed * factor.floatValue) * (delta * 50);
// Reposition stripes when they're out of bounds
CGSize screenSize = [CCDirector sharedDirector].winSize;
if (pos.x < -screenSize.width)
{
pos.x += (screenSize.width * 2) - 2;
}
sprite.position = pos;
}
}
Rather than using the screensize to repeat the background, just use the width of the largest background sprite (or the sum of the widths of the bg pieces, if they are broken up). You could also just hard-code the max width to 1136.
So, change:
CGSize screenSize = [CCDirector sharedDirector].winSize;
if (pos.x < -screenSize.width)
{
pos.x += (screenSize.width * 2) - 2;
}
To something like:
CCSprite *bg = (CCSprite*)[spriteBatch getChildByTag:0];
if (pos.x < -bg.contentSize.width)
{
pos.x += (bg.contentSize.width * 2) - 2;
}
I got a Scene with a layer with the top z-index wich one adds a dark effect to the whole scene setting its opacity. What i am trying to do now is to remove the shadow/dark effect in a concrete region (inside a cone/triangle) as the image shows (inside the red polygon). In other words, i want to have the same "luminosity" (zero opacity) inside the triangle as on the left side of the screen.
code:
-(id) init
{
if( (self=[super initWithColor:ccc4(0,0,0,128)] )) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCLayerColor* layer1 = [CCLayerColor layerWithColor: ccc4(0, 0, 0, 180) width: winSize.width height: winSize.height];
layer1.position = ccp(50,0);
[self addChild: layer1 z:2];
CCSprite *background = [CCSprite spriteWithFile:#"background.png"];
background.position = ccp(background.contentSize.width/2, background.contentSize.height/2);
[self addChild:background];
CCSprite *player = [CCSprite spriteWithFile:#"Player.png"rect:CGRectMake(0, 0, 27, 40)];
player.position = ccp(player.contentSize.width/2, winSize.height/2);
[self addChild:player];
}
return self;
}
any idea on how to do this ?? maybe i should try to do it on another whay and not use a CCLayer to add the dark effect ??
Thanks in advance
The simplest way would be to use a CCSprite with a black image the size of the background. Then cut out the whole you need in an image program and draw that sprite over the background with lowered opacity.
I have a CCSprite subclass. In the draw method, I am drawing some cocos2d primitives like lines and such. How can I create a CCTexture2D of the sprite? I can't use sprite.texture because that doesn't include the primitives I am drawing.
You can add sprite to object of CCRenderTexture2D and after this can draw sprite to texture.
look at the example
CCSprite *spr = nil;//your sprite
CCRenderTexture* renderTexture = [CCRenderTexture renderTextureWithWidth:spr.contentSize.width height:spr.contentSize.height];
spr.anchorPoint = ccp(0, 0);
spr.position = ccp(0, 0);
[renderTexture addChild:spr];
[renderTexture begin];
[spr draw]; // or [spr visit];
[renderTexture end];
CCTexture2D *result = renderTexture.sprite.texture;
Now you will have texture, that contains sprite and primitives, that it draws in draw method.
Hope, it will help you:)
This is a diagram of question.
Below diagram is sprites of cocos2d.
I want to get a position of yellow sprite when green sprite scaled from 1.0 to 0.5 ratio.
I want to know if cocos2d support scaled position.
this is some code.
CCSprite *green = [CCSprite spriteWithFile:#"green.png"];
CCSprite *yellow = [CCSprite spriteWithFile:#"yellow.png"];
green.anchorPoint = CGPointZero;
yellow.anchorPoint = CGPointZero;
green.position = CGPointMake(0, 0);
yellow.position = CGPointMake(100, 100);
[green addChild:yellow];
[self addChild:green];
green.scale = 0.5;
CGPoint scaled = yellow.scaledposition(?) <=== How to get?
Try this:
CGPoint scaled = ccp(yellow.postion.x * green.scale, yellow.position.y * green.scale);