其实js和cocos2dx开发起来大同小异,就连划线函数的名字都差不多。进而联想到调用方法和参数也都差不多。举个栗子:

  • 创建draw对象
  • 调用API进行绘制

     var drawLineArray = [cc.p(tempBottomPosX,-100),cc.p(tempTopPosX,1060)];
     var drawNode = new cc.DrawNode();//创建draw对象,画点,线段,多边形
     this.addChild(drawNode);              //加入Layer层
     drawNode.clear();                      //清除节点缓存
     drawNode.ctor();                       //构造函数
    
     //曲线
     //参数说明:
     //congfig:点数组
     //tension:张力
     //segments:段落
     //lineWidth:线条宽度
     //color:颜色
    
     drawNode.drawCardinalSpline(drawLineArray, 0.5, 50, 2, cc.color(255, 255, 255, 255));    
    
//画三次贝塞尔曲线
	drawNode.drawCubicBezier(origin, control1, control2, destination, segments, lineWidth, color) 
	
	//画二次贝塞尔曲线
	drawNode.drawQuadBezier(origin, control, destination, segments, lineWidth, color)         
	///////////函数调用测试
	var drawNode = new cc.DrawNode();//创建draw对象,画点,线段,多边形
	this.addChild(drawNode);              //加入Layer层
	drawNode.clear();                      //清除节点缓存
	drawNode.ctor();                       //构造函数
	drawNode.drawQuadBezier(
	    cc.p(100,100),
	    cc.p(300,800),
	    cc.p(500,100),
	    10, 2, cc.color(255,255,255,255));


blog comments powered by Disqus

Published

02 December 2015

Tags