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README
Apache-2.0

cocos-awesome

cocos是一款挺棒的游戏引擎,我在这个仓库实现一些游戏当中比较使用的功能模块,对应的一个功能一个场景,用的引擎版本是v2.3.0,理论上兼容到v2.3.x以上,实现的思路在doc目录中。

目前已实现效果

水波扩散(shader) 镜面光泽(shader) 圆形头像(shader) 溶解效果(shader) 刮刮卡实现 金币落袋效果 放大镜效果 追光效果(shader) 打字机效果 子弹跟踪效果 移动残影效果 背景无限滚动 遥控杆 马赛克/像素风(shader) 渐变过渡的相册(shader) 2D换装 震屏效果+动画恢复第一帧

预览二维码

预览二维码

融球效果(shader)

元球也叫融球,它能够让两个球体产生“黏糊糊”的效果,是流体,融合等效果的实现基础,异名这次实现的demo是一个固定的大圆,然后手指控制一个游离态的小圆

demo

水波扩散(shader)

水波扩散是一个比较好看的交互效果,特别是在某些以水为故事发生场景的游戏中,扩散的水波会让场景更加栩栩如生。

demo

镜面光泽(shader)

镜面上扫过一道光泽是UI里面很常用的一种特效,通常用来强调某个物体或者凸显物体的“稀有”价值,比如卡片中扫过一道光芒等

demo

追光效果(shader)

追光效果是在舞台全场黑暗的情况下用光柱突出角色或其他特殊物体,通过人为操控光源跟随人物移动,主要用来突出角色主体以及主体和环境的关系。在游戏中可以用来突出氛围以及聚焦玩家视线焦点,不仅可以用来营造沉浸式氛围,也可以用在解谜或者找物品等类别的游戏中。

demo

马赛克/像素风(shader)

马赛克是一种常用的图像处理手段,主要功能就是使图像模糊,因为这种模糊看上去有一个个的小格子组,便形象的称这种画面为马赛克。当马赛克越来越小的时候,画面呈现出来的效果也叫像素风。

demo

溶解效果(shader)

物体的淡入淡出是游戏当中很常见的一种状态切换效果,但是有时候我们希望fade切换的时候,物体能够能更有色彩层次感或者其他一些特殊的中间状态,这个时候就得自己去写着色器,这种区别于单纯的淡入和淡出的效果可以形象地叫做溶解。

demo

圆形头像(shader)

圆形头像在creator中没有提供,但是这个又是个比较高频的使用功能。

demo

刮刮卡实现

奖券,优惠券什么的就需要用到刮刮卡的效果了,大家生活里都使用过。

Scratch_ticket

金币落袋效果

金币从初始点散开然后逐个飞落到指定的位置,这是游戏里面很常用的一个动画,效果如下

金币落袋

放大镜效果

对画面的某个位置进行放大和缩小,是某些类型游戏里面必不可少的功能,比如常见的地图缩放,局部细节放大等等。它核心是对相机应用,异名基于此实现一个放大镜的demo

demo

打字机效果

打字机效果也就是让文字逐个在屏幕中显示,直到把整段话说完,常常被应用到人物对话,角色旁白甚至引导教程等高频场景中。

demo

子弹跟踪效果

打击的目标一直在移动,但是子弹却像长了眼睛一样在后面尾随,直到精准击中目标。这种“长了眼睛的子弹”,是打击类游戏中比较经典的武器之一。

demo

移动残影效果

游戏中的人物移动带起残影,用来表达速度是很有视觉表现力的。异名的实现思路是从“白玉无冰”那里照搬过来的,在具体的实现上面添加了一些异名自己的理解。

demo

颜色滤镜

我们手机上有很多照片处理软件,图片滤镜是里面不可或缺的一部分,我们可以先尝试一些很简单的滤镜的算法,管中窥豹地去认识一下色彩的处理

demo

背景无限滚动

这是游戏里面很常用的一个功能模块,它就像你的生活,有着走不完的路程。它的实现也很简单,要么做一个很长的背景图,然后移动相机;要么就是实现一个跑马灯,像那些轮播图什么的,大家应该都有写过。

demo

遥控杆

这是游戏里面很常用的一个功能模块,通过操控遥控杆控制物体的移动

Joystick

渐变过渡的相册(shader)

相册是一个大家比较熟悉的场景,一般我们是实现的都是那种跑马灯式的轮播相册,这里异名给大家提供一个利用shader实现图片渐变过渡的相册思路

渐变过渡的相册

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