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Cocos2d-x 3.2 Lua演示样例FontTest(字体測试)

2015-12-27 13:09 791 查看
Cocos2d-x 3.2 Lua演示样例FontTest(字体測试)

本篇博客介绍Cocos2d-x 3.2中Lua測试项目中的FontTest样例,主要使用了字体文件来创建我们想要的字体样式:



第一个參数为文本。第二參数为ttf字体文件,第三个參数为字体大小,第四个參数为块大小。第五个參数为文本横向对齐方式,第六个慘为文本纵向对齐方式。

样例效果图:













演示样例代码:(注:单独文件不可执行,详细可參考lua-tests)

--4个标签的Tag
local  kTagLabel1 = 0
local  kTagLabel2 = 1
local  kTagLabel3 = 2
local  kTagLabel4 = 3

-- 字体列表
local  fontList = {
"fonts/A Damn Mess.ttf",
"fonts/Abberancy.ttf",
"fonts/Abduction.ttf",
"fonts/Paint Boy.ttf",
"fonts/Schwarzwald Regular.ttf",
"fonts/Scissor Cuts.ttf"
}

local fontCount = table.getn(fontList) -- 获得表元素个数
cclog("font count = "..fontCount)

local vAlignIdx = 1
local verticalAlignment = {
cc.VERTICAL_TEXT_ALIGNMENT_TOP,  -- 对齐顶部
cc.VERTICAL_TEXT_ALIGNMENT_CENTER, -- 居中对齐
cc.VERTICAL_TEXT_ALIGNMENT_BOTTOM, -- 底部对齐
}

local vAlignCount = table.getn(verticalAlignment)

--[[
===============
显示字体
===============
]]--
local function showFont(ret, pFont)

cclog("vAlignIdx="..vAlignIdx)
local s = cc.Director:getInstance():getWinSize()-- 窗体大小

local blockSize = cc.size(s.width/3, 200)-- 块大小
local fontSize = 26--字体大小

-- 依据Tag移除子节点
ret:removeChildByTag(kTagLabel1, true)
ret:removeChildByTag(kTagLabel2, true)
ret:removeChildByTag(kTagLabel3, true)
ret:removeChildByTag(kTagLabel4, true)

-- static Label* createWithTTF(const std::string & text, const std::string & fontFile, float fontSize, const Size & dimensions = Size::ZERO,
--TextHAlignment hAlignment = TextHAlignment::LEFT,TextVAlignment vAlignment = TextVAlignment::TOP)

-- 第一个參数为文本,第二个參数为字体样式,第三个參数为字体大小,第四个參数为块大小,第五个參数为文本横向对齐。第六个參数为文本纵向对齐
local top = cc.Label:createWithTTF(pFont, pFont, 24)
local left = cc.Label:createWithTTF("alignment left", pFont, fontSize,
blockSize, cc.TEXT_ALIGNMENT_LEFT, verticalAlignment[vAlignIdx])
local center = cc.Label:createWithTTF("alignment center", pFont, fontSize,
blockSize, cc.TEXT_ALIGNMENT_CENTER, verticalAlignment[vAlignIdx])
local right = cc.Label:createWithTTF("alignment right", pFont, fontSize,
blockSize, cc.TEXT_ALIGNMENT_RIGHT, verticalAlignment[vAlignIdx])

-- 创建颜色层,第一个參数是颜色,第二个參数为宽度,第三个參数为高度
local leftColor = cc.LayerColor:create(cc.c4b(100, 100, 100, 255), blockSize.width, blockSize.height)
local centerColor = cc.LayerColor:create(cc.c4b(200, 100, 100, 255), blockSize.width, blockSize.height)
local rightColor = cc.LayerColor:create(cc.c4b(100, 100, 200, 255), blockSize.width, blockSize.height)

-- 忽略锚点对位置的影响 ,假设为true。锚点为(0,0)
leftColor:ignoreAnchorPointForPosition(false)
centerColor:ignoreAnchorPointForPosition(false)
rightColor:ignoreAnchorPointForPosition(false)

top:setAnchorPoint(cc.p(0.5, 1)) -- 设置锚点(0.5,1)
left:setAnchorPoint(cc.p(0,0.5))
leftColor:setAnchorPoint(cc.p(0,0.5))
center:setAnchorPoint(cc.p(0,0.5))
centerColor:setAnchorPoint(cc.p(0,0.5))
right:setAnchorPoint(cc.p(0,0.5))
rightColor:setAnchorPoint(cc.p(0,0.5))

top:setPosition(cc.p(s.width/2,s.height-20)) -- 设置显示位置
left:setPosition(cc.p(0,s.height/2))
leftColor:setPosition(left:getPosition())
center:setPosition(cc.p(blockSize.width, s.height/2))
centerColor:setPosition(center:getPosition())
right:setPosition(cc.p(blockSize.width*2, s.height/2))
rightColor:setPosition(right:getPosition())

ret:addChild(leftColor, -1)
ret:addChild(left, 0, kTagLabel1)
ret:addChild(rightColor, -1)
ret:addChild(right, 0, kTagLabel2)
ret:addChild(centerColor, -1)
ret:addChild(center, 0, kTagLabel3)
ret:addChild(top, 0, kTagLabel4)
end

local isFirst = true
local originCreateLayer = createTestLayer
local function createTestLayer()
if isFirst == false then
if Helper.index == 1 then
vAlignIdx =  vAlignIdx % vAlignCount + 1
end
else
isFirst = false
end

local ret = originCreateLayer("")
showFont(ret, fontList[Helper.index])
return ret
end

function FontTestMain()
cclog("FontTestMain")
Helper.index = 1
vAlignIdx = 1
local scene = cc.Scene:create()
-- 创建方法表
Helper.createFunctionTable = {
createTestLayer,
createTestLayer,
createTestLayer,
createTestLayer,
createTestLayer,
createTestLayer
}
scene:addChild(createTestLayer()) -- 加入測试层
scene:addChild(CreateBackMenuItem())--加入后退button
return scene
end
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