Here, I will show you 2 simple methods to draw lines in cocos2d applications.
Method 1 - Draw line - default method, updates in each frame:
Syntax:
- (void)draw{
[super draw];
glColor4ub(0,0,0,255);
glLineWidth(2);
glColor4f(1.0, 1.0, 0.5, 1);
ccDrawLine(ccp(0,100), ccp(320,150)); // Draw line connecting (0,100) & (320,150)
}
Method 2 - Draw line using CCRibbon:
This is a very simple method to draw lines in cocos2d. The advantage of this method is that, you can even draw lines with your textured image.
Syntax:
ccColor4B myColor = ccc4(255, 255, 255, 150);
CCRibbon *ribbon = [CCRibbon ribbonWithWidth:0.5
image:@"green.png"
length:1.0
color:myColor
fade:0.7f];
[self addChild:ribbon z:8];
[ribbon addPointAt:ccp(0,240) width:2]; // This will initialize the starting point at (0,240)
[ribbon addPointAt:ccp(320,200) width:2]; // This will connect the previous point[(0,240)]
with (320,200) via a straight line
Method 1 - Draw line - default method, updates in each frame:
Syntax:
- (void)draw{
[super draw];
glColor4ub(0,0,0,255);
glLineWidth(2);
glColor4f(1.0, 1.0, 0.5, 1);
ccDrawLine(ccp(0,100), ccp(320,150)); // Draw line connecting (0,100) & (320,150)
}
Method 2 - Draw line using CCRibbon:
This is a very simple method to draw lines in cocos2d. The advantage of this method is that, you can even draw lines with your textured image.
Syntax:
ccColor4B myColor = ccc4(255, 255, 255, 150);
CCRibbon *ribbon = [CCRibbon ribbonWithWidth:0.5
image:@"green.png"
length:1.0
color:myColor
fade:0.7f];
[self addChild:ribbon z:8];
[ribbon addPointAt:ccp(0,240) width:2]; // This will initialize the starting point at (0,240)
[ribbon addPointAt:ccp(320,200) width:2]; // This will connect the previous point[(0,240)]
with (320,200) via a straight line
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