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Cocos2dx-Lua中Sprite精靈的3種創建方法

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---1.從圖片文件創建
--適合於要顯示的這張圖片的全部區域或部分區域
function TestTest:CreateSprite1()
    local png = "lobby/lobby.png" --文件路徑
    local sprite = cc.Sprite:create(png)
    self:addChild(sprite)

    local sprite2 = cc.Sprite:create(png,cc.rect(0,0,100,100))
    self:addChild(sprite2)
    sprite2:setPosition(display.width
/2,display.height/2) end ---2.從SpriteFrame對象創建 function TestTest:CreateSprite2() local resPath = "shared/shared_ui.pvr.ccz" local plist = "shared/shared_ui.plist" display.addSpriteFrames(plist,resPath)--載入圖像到幀緩存 local spriteFrame = display.newSpriteFrame("shouye_shouye_n.png") local sprite0
= cc.Sprite:createWithSpriteFrame(spriteFrame) sprite0:setPosition(display.width/2,display.height/2+200) self:addChild(sprite0) local sprite = cc.Sprite:createWithSpriteFrameName("shouye_shouye_s.png") sprite:setPosition(display.width/2,display.height/2+400) self:addChild(sprite) local fullPath
= cc.FileUtils:getInstance():fullPathForFilename(plist) local dict = cc.FileUtils:getInstance():getValueMapFromFile(fullPath) for imgName,v in pairs(dict.frames) do print(imgName,v) end end ---3.從緩存紋理創建 function TestTest:CreateSprite3() local resPath = "game/game_ui.pvr.ccz" local textureCache = cc.Director:getInstance():getTextureCache() local pTexture = textureCache:addImage(resPath) --上面兩行= local pTexture = display.loadImage(resPath) local sprite = cc.Sprite:createWithTexture(pTexture) sprite:setPosition(display.width/2+400,display.height/2+400) self:addChild(sprite) end

Cocos2dx-Lua中Sprite精靈的3種創建方法