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Simple but Charming_零

2013-11-22 
Simple but Charming_0动态噪点(要求水平方向无缝的噪点图:w1024,h640)DynamicNoiseLayer.h////DynamicN

Simple but Charming_0

动态噪点(要求水平方向无缝的噪点图:w=1024,h=640)

DynamicNoiseLayer.h

////  DynamicNoiseLayer.mm//  HungryBear////  Created by Bruce Yang on 12-8-2.//  Copyright (c) 2012年 EricGameStudio. All rights reserved.//#import "DynamicNoiseLayer.h"#ifndef PORTRAIT_CENTER    #define PORTRAIT_CENTER ccp(160, 240)#endif#ifndef LANDSCAPE_CENTER    #define LANDSCAPE_CENTER ccp(240, 160)#endif#define SPEED_FACTOR   8@implementation DynamicNoiseLayer+(CCScene*) scene {    CCScene* t_scene = [CCScene node];DynamicNoiseLayer* t_layer = [DynamicNoiseLayer node];[t_scene addChild:t_layer];return t_scene;}-(id) init {if((self = [super init])) {        CCTextureCache* tmp_texCache = [CCTextureCache sharedTextureCache];                // 1.背景图片~        m_texGradientBg = [tmp_texCache addImage:@"gbg.png"];                CCSprite* tmp_spBg = [[CCSprite alloc] initWithTexture:m_texGradientBg];        [tmp_spBg setPosition: LANDSCAPE_CENTER];        [self addChild:tmp_spBg];        [tmp_spBg release];                        // 2.噪点图片~        m_texNoise = [tmp_texCache addImage:@"noiseTexture.png"];        ccTexParams tmp_texParams = (ccTexParams){GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};        [m_texNoise setTexParameters:&tmp_texParams];                m_spNoise = [[CCSprite alloc] initWithTexture:m_texNoise];        [m_spNoise setPosition: LANDSCAPE_CENTER];                ccBlendFunc tmp_blendFunc = (ccBlendFunc){GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA};        [m_spNoise setBlendFunc:tmp_blendFunc];                [self addChild:m_spNoise];        [m_spNoise release];                        // 3.定时器~        [self schedule:@selector(tick:)];}return self;}-(void) tick:(ccTime)dt {    static float offset = 0;    offset += dt * SPEED_FACTOR;    CGSize tmp_texRect = m_spNoise.textureRect.size;    [m_spNoise setTextureRect:CGRectMake(offset, 0, tmp_texRect.width, tmp_texRect.height)];}-(void) dealloc {    CCTextureCache* texCache = [CCTextureCache sharedTextureCache];    [texCache removeTexture:m_texGradientBg];    [texCache removeTexture:m_texNoise];    [super dealloc];}@end

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