cocos2d3.0 Scale9Sprite

cocos2d3.0 Scale9Sprite

使用Scale9Sprite须要引入以下的头文件

#include "extensions/cocos-ext.h"


USING_NS_CC;
USING_NS_CC_EXT;

一、S9BatchNodeBasic

bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

    
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;
    
    auto batchNode = SpriteBatchNode::create("blocks9.png");
    
    auto blocks = Scale9Sprite::create();
    log("------created");
    
    blocks->updateWithBatchNode(batchNode, Rect(0, 0, 96, 96), false, Rect(0, 0, 96, 96));
    
    blocks->setPosition(Point(x, y));
    
    this->addChild(blocks);
    return true;
}

效果:

<span>cocos2d3.0 Scale9Sprite</span>


二、
S9FrameNameSpriteSheet

bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("blocks9ss.plist");
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;
    
    auto blocks = Scale9Sprite::createWithSpriteFrameName("blocks9.png");

    blocks->setPosition(Point(x, y));
    
    this->addChild(blocks);
    
    
    return true;
}

效果:

<span>cocos2d3.0 Scale9Sprite</span>


三、
S9BatchNodeScaledNoInsets  设置精灵的大小

bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("blocks9ss.plist");
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;
    
    auto batchNode_scaled = SpriteBatchNode::create("blocks9.png");
    
    auto block_scaled = Scale9Sprite::create();
    
    block_scaled->updateWithBatchNode(batchNode_scaled, Rect(0, 0, 96, 96), false, Rect(0, 0, 96, 96));
    
    block_scaled->setPosition(Point(x, y));
    
    block_scaled->setContentSize(Size(96 * 4, 96 * 2));
    
    this->addChild(block_scaled);
    
    
    
    return true;
}

效果:

<span>cocos2d3.0 Scale9Sprite</span>


四、
S9FrameNameSpriteSheetRotatedScaledNoInsets

  auto block_scaled = Scale9Sprite::createWithSpriteFrameName("blocks9.png");

    
    block_scaled->setPosition(Point(x, y));
    
    block_scaled->setContentSize(Size(96 * 4, 96 * 2));
    
    this->addChild(block_scaled);
    

效果:

<span>cocos2d3.0 Scale9Sprite</span>


五、
S9FrameNameSpriteSheetRotatedScaledNoInsets

    auto block_scaled = Scale9Sprite::createWithSpriteFrameName("blocks9r.png");

    
    block_scaled->setPosition(Point(x, y));
    
    block_scaled->setContentSize(Size(96 * 4, 96 * 2));
    
    this->addChild(block_scaled);

效果:

<span>cocos2d3.0 Scale9Sprite</span>


S9FrameNameSpriteSheetInsets

    auto batchNode_scaled_with_insets = SpriteBatchNode::create("blocks9.png");
    
    auto blocks_scaled_with_insets = Scale9Sprite::create();
    
    blocks_scaled_with_insets->updateWithBatchNode(batchNode_scaled_with_insets, Rect(0, 0, 96, 96), false, Rect(32, 32, 32, 32));
    
    blocks_scaled_with_insets->setContentSize(Size(96 * 4.5, 96 * 2.5));
    
    blocks_scaled_with_insets->setPosition(Point(x, y));
    
    this->addChild(blocks_scaled_with_insets);


<span>cocos2d3.0 Scale9Sprite</span>



S9FrameNameSpriteSheetInsetsScaled

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("blocks9ss.plist");
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;

    
    auto blocks_scaled_with_insets = Scale9Sprite::createWithSpriteFrameName("blocks9.png",Rect(32, 32, 32, 32));
    

    
    blocks_scaled_with_insets->setContentSize(Size(96 * 4.5, 96 * 2.5));
    
    blocks_scaled_with_insets->setPosition(Point(x, y));
    
    this->addChild(blocks_scaled_with_insets);


<span>cocos2d3.0 Scale9Sprite</span>





S9_TexturePacker

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ui.plist");
    float x = visibleSize.width / 4;
    float y = visibleSize.height / 2;
    
    
    auto s = Scale9Sprite::createWithSpriteFrameName("button_normal.png");
    
    s->setPosition(Point(x, y));
    log("... setPosition");
    
    s->setContentSize(Size(14 * 16, 10 * 16));
    log("... setContentSize");
    
    this->addChild(s);


    
    auto blocks_scaled_with_insets = Scale9Sprite::createWithSpriteFrameName("button_actived.png");
    

     x = visibleSize.width * 3/4;
    blocks_scaled_with_insets->setContentSize(Size(14 * 16, 10 * 16));
    
    blocks_scaled_with_insets->setPosition(Point(x , y));
    
    this->addChild(blocks_scaled_with_insets);


<span>cocos2d3.0 Scale9Sprite</span>




Scale9FrameNameSpriteSheetRotatedSetCapInsetLater

  Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("blocks9ss.plist");
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;
    
    
    

    
    auto blocks_scaled_with_insets = Scale9Sprite::createWithSpriteFrameName("blocks9r.png");
    blocks_scaled_with_insets->setInsetLeft(32);
    blocks_scaled_with_insets->setInsetRight(32);
    blocks_scaled_with_insets->setPreferredSize(Size(32 * 5.5f, 32 * 4));
    
    blocks_scaled_with_insets->setPosition(Point(x , y));
    
    this->addChild(blocks_scaled_with_insets);


<span>cocos2d3.0 Scale9Sprite</span>






S9CascadeOpacityAndColor

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

     SpriteFrameCache::getInstance()->addSpriteFramesWithFile("blocks9ss.plist");
    float x = visibleSize.width / 2;
    float y = visibleSize.height / 2;
    
    auto rgba = Layer::create();
    rgba->setCascadeColorEnabled(true);
    rgba->setCascadeOpacityEnabled(true);
    this->addChild(rgba);
    
    

    
    auto blocks_scaled_with_insets = Scale9Sprite::createWithSpriteFrameName("blocks9r.png");
    
    
    blocks_scaled_with_insets->setPosition(Point(x , y));
    
    rgba->addChild(blocks_scaled_with_insets);
    
    
    
    auto actions = Sequence::create(FadeIn::create(1),TintTo::create(1, 0, 255, 0),TintTo::create(1, 255, 255, 255),FadeOut::create(1), NULL);
    auto repeat = RepeatForever::create(actions);
    
    rgba->runAction(repeat);


<span>cocos2d3.0 Scale9Sprite</span>








版权声明:本文内容由互联网用户自发贡献,该文观点仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请联系我们举报,一经查实,本站将立刻删除。

发布者:全栈程序员-站长,转载请注明出处:https://javaforall.net/119170.html原文链接:https://javaforall.net

(0)
全栈程序员-站长的头像全栈程序员-站长


相关推荐

  • pcharm激活码 3月最新注册码

    pcharm激活码 3月最新注册码,https://javaforall.net/100143.html。详细ieda激活码不妨到全栈程序员必看教程网一起来了解一下吧!

    2022年3月14日
    39
  • 解决树莓派IOError: [Errno Invalid sample rate] -9997 采样率16K错误

    解决树莓派IOError: [Errno Invalid sample rate] -9997 采样率16K错误树莓派在基于pyaudio录音的时候会提示如上错误,这主要是使用的树莓派声卡不支持当前的采用率,没关系,其实在alsa架构下我们可以通过声卡的插件实现转换。在树莓派下家目录创建一个声卡隐藏配置文件 .asoundrc。特别不要在你的pyaudio里面设置打开声卡的编号因为下面的配置以及配置了pcm.!default{typehwcard1}ctl.!default{…

    2022年10月16日
    0
  • LeetCode – Jump Game

    LeetCode – Jump Game

    2021年12月5日
    53
  • 七个开源的 SpringBoot 前后端分离项目,Star过千,快去收藏夹吃灰吧!

    点击上方“全栈程序员社区”,星标公众号 重磅干货,第一时间送达 微信公众号:江南一点雨 前后端分离已经在慢慢走进各公司的技术栈,根据松哥了解到的消息,不少公司都已经切换到这个技术栈…

    2021年6月24日
    73
  • FRP内网穿透_frp内网穿透免杀教程

    FRP内网穿透_frp内网穿透免杀教程时间原因,我将我研究时候的文章分类整理。至于我补充的,如果看不懂就把所有我整理的连接看一遍再结合你们看的心得,应该就可以了。一Frp学习连接1先看:使用frp进行内网穿透-少数派补充:1简单描述就是在你想要访问的主机上和代理主机上都安装frp反向代理软件,你想要访问的主机是frp客户端,代理主机是frp服务端,负责帮你转发的(极个别情况下也不需要代理主机,像p2p模式),配置好ini文件就可以了。2我自己搭建的时候vps是阿里云,客户端是windows10,这样.

    2022年9月6日
    3
  • WebStorm提示代码快捷键[通俗易懂]

    WebStorm提示代码快捷键[通俗易懂]刚开始用WebStorm,发现默认的提示功能Ctrl+space代码提示无效,修改为Alt+/。File—>Settings(Ctrl+Alt+s)—>Keymap添加快捷键时(这里以Alt+斜杠为例),直接按住Alt和斜杠键即可(不是手打字符上去的)。在需要提示的位置Alt+/ 就会出现提示代码。群中更多更全,加群获取下载。…

    2022年6月13日
    48

发表回复

您的邮箱地址不会被公开。 必填项已用 * 标注

关注全栈程序员社区公众号