-- 传入DrawNode对象,画圆角矩形
function drawNodeRoundRect(drawNode, rect, borderWidth, radius, color, fillColor)
-- segments表示圆角的精细度,值越大越精细
local segments = 100
local origin = cc.p(rect.x, rect.y)
local destination = cc.p(rect.x + rect.width, rect.y - rect.height)
local points = {}
-- 算出1/4圆
local coef = math.pi / 2 / segments
local vertices = {}
for i=0, segments do
local rads = (segments - i) * coef
local x = radius * math.sin(rads)
local y = radius * math.cos(rads)
table.insert(vertices, cc.p(x, y))
end
local tagCenter = cc.p(0, 0)
local minX = math.min(origin.x, destination.x)
local maxX = math.max(origin.x, destination.x)
local minY = math.min(origin.y, destination.y)
local maxY = math.max(origin.y, destination.y)
local dwPolygonPtMax = (segments + 1) * 4
local pPolygonPtArr = {}
-- 左上角
tagCenter.x = minX + radius;
tagCenter.y = maxY - radius;
for i=0, segments do
local x = tagCenter.x - vertices[i + 1].x
local y = tagCenter.y + vertices[i + 1].y
table.insert(pPolygonPtArr, cc.p(x, y))
end
-- 右上角
tagCenter.x = maxX - radius;
tagCenter.y = maxY - radius;
for i=0, segments do
local x = tagCenter.x + vertices[#vertices - i].x
local y = tagCenter.y + vertices[#vertices - i].y
table.insert(pPolygonPtArr, cc.p(x, y))
end
-- 右下角
tagCenter.x = maxX - radius;
tagCenter.y = minY + radius;
for i=0, segments do
local x = tagCenter.x + vertices[i + 1].x
local y = tagCenter.y - vertices[i + 1].y
table.insert(pPolygonPtArr, cc.p(x, y))
end
-- 左下角
tagCenter.x = minX + radius;
tagCenter.y = minY + radius;
for i=0, segments do
local x = tagCenter.x - vertices[#vertices - i].x
local y = tagCenter.y - vertices[#vertices - i].y
table.insert(pPolygonPtArr, cc.p(x, y))
end
if fillColor == nil then
fillColor = cc.c4f(0, 0, 0, 0)
end
drawNode:drawPolygon(pPolygonPtArr, #pPolygonPtArr, fillColor, borderWidth, color)
end
参考:链接描述