本文整理汇总了C#中cocos2d.CCSprite.Visit方法的典型用法代码示例。如果您正苦于以下问题:C# CCSprite.Visit方法的具体用法?C# CCSprite.Visit怎么用?C# CCSprite.Visit使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cocos2d.CCSprite
的用法示例。
在下文中一共展示了CCSprite.Visit方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: RenderTextureTestDepthStencil
public RenderTextureTestDepthStencil()
{
CCSize s = CCDirector.SharedDirector.WinSize;
CCSprite sprite = new CCSprite("Images/fire");
sprite.Position = new CCPoint(s.Width * 0.25f, 0);
sprite.Scale = 10;
CCRenderTexture rend = new CCRenderTexture((int)s.Width, (int)s.Height, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, RenderTargetUsage.DiscardContents);
rend.BeginWithClear(0, 0, 0, 0, 0);
var save = DrawManager.DepthStencilState;
DrawManager.DepthStencilState = new DepthStencilState()
{
ReferenceStencil = 1,
DepthBufferEnable = false,
StencilEnable = true,
StencilFunction = CompareFunction.Always,
StencilPass = StencilOperation.Replace,
TwoSidedStencilMode = true,
CounterClockwiseStencilFunction = CompareFunction.Always,
CounterClockwiseStencilPass = StencilOperation.Replace,
};
sprite.Visit();
DrawManager.DepthStencilState = new DepthStencilState()
{
DepthBufferEnable = false,
StencilEnable = true,
StencilFunction = CompareFunction.NotEqual,
StencilPass = StencilOperation.Keep,
ReferenceStencil = 1
};
// GL_SRC_ALPHA
DrawManager.BlendFunc(new CCBlendFunc(OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA));
//! move sprite half width and height, and draw only where not marked
sprite.Position = sprite.Position + new CCPoint(sprite.ContentSize.Width * sprite.Scale, sprite.ContentSize.Height * sprite.Scale) * 0.5f;
sprite.Visit();
DrawManager.DepthStencilState = save;
rend.End();
rend.Position = new CCPoint(s.Width * 0.5f, s.Height * 0.5f);
AddChild(rend);
}
示例2: RenderTextureIssue937
public RenderTextureIssue937()
{
/*
* 1 2
* A: A1 A2
*
* B: B1 B2
*
* A1: premulti sprite
* A2: premulti render
*
* B1: non-premulti sprite
* B2: non-premulti render
*/
CCLayerColor background = new CCLayerColor(new CCColor4B(200, 200, 200, 255));
AddChild(background);
CCSprite spr_premulti = new CCSprite("Images/fire");
spr_premulti.Position = new CCPoint(16, 48);
CCSprite spr_nonpremulti = new CCSprite("Images/fire");
spr_nonpremulti.Position = new CCPoint(16, 16);
/* A2 & B2 setup */
CCRenderTexture rend = new CCRenderTexture(32, 64);
// It's possible to modify the RenderTexture blending function by
//CCBlendFunc bf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA);
//rend.Sprite.BlendFunc = bf;
rend.Begin();
// A2
spr_premulti.Visit();
// B2
spr_nonpremulti.Visit();
rend.End();
CCSize s = CCDirector.SharedDirector.WinSize;
/* A1: setup */
spr_premulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 + 16);
/* B1: setup */
spr_nonpremulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 - 16);
rend.Position = new CCPoint(s.Width / 2 + 16, s.Height / 2);
AddChild(spr_nonpremulti);
AddChild(spr_premulti);
AddChild(rend);
}