• cc.Sprite


    Classcc.Sprite

     

    Class Summary
    Constructor AttributesConstructor Name and Description
     

    cc.Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) 
    cc.Sprite can be created with an image, or with a sub-rectangle of an image.

    Field Summary
    Field AttributesField Name and Description
     
    Add child to sprite (override cc.Node )
     
    Constructor
     
    draw sprite to canvas
     
    Initializes an empty sprite with nothing init.
     
    Initializes a sprite with a texture and a rect in points, optionally rotated.
     
    Returns whether or not a cc.SpriteFrame is being displayed
     
    Sets the batch node to sprite
     
    conforms to cc.TextureProtocol protocol
     
    color setter
     
    Sets a new display frame to the cc.Sprite.
     
    opacity setter
     
    opacity: conforms to CCRGBAProtocol protocol
     
    Texture of sprite setter
     
    updates the texture rect of the CCSprite in points.
     
    updates the quad according the the rotation, position, scale values.
    Fields borrowed from class cc.Node:
    nodeToParentTransformsetNodeDirtytransformvisit

    Method Summary

    Method AttributesMethod Name and Description
    <static>  
    cc.Sprite.create(fileName, rect)
    Create a sprite with filename and rect
    <static>  
    cc.Sprite.createWithSpriteFrame(spriteFrame)

    Creates a sprite with a sprite frame.

    <static>  
    cc.Sprite.createWithSpriteFrameName(spriteFrameName)

    Creates a sprite with a sprite frame.

    <static>  
    cc.Sprite.createWithTexture(texture, rect)

    Creates a sprite with an exsiting texture contained in a CCTexture2D object 
    After creation, the rect will be the size of the texture, and the offset will be (0,0).

     
    Returns the current displayed frame.
     
    Returns the index used on the TextureAtlas.
     
    Returns the batch node object if this sprite is rendered by cc.SpriteBatchNode
     
    conforms to cc.TextureProtocol protocol
     
    Gets the offset position of the sprite.
     
    Returns the quad (tex coords, vertex coords and color) information.
     
    return the SpriteBatchNode of the cc.Sprite
     
    Gets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
     
    returns the rect of the cc.Sprite in points
     
    IsRelativeAnchorPoint setter (override cc.Node )
     
    initWithFile(filename, rect)

    Initializes a sprite with an image filename.

     
    initWithSpriteFrame(spriteFrame)
    Initializes a sprite with an SpriteFrame.
     
    initWithSpriteFrameName(spriteFrameName)
    Initializes a sprite with a sprite frame name.
     
    Whether or not the Sprite needs to be updated in the Atlas
     

    Returns the flag which indicates whether the sprite is flipped horizontally or not.

     

    Return the flag which indicates whether the sprite is flipped vertically or not.

     
    return IsOpacityModifyRGB value
     
    Returns whether or not the texture rectangle is rotated.
     
    Removes all children from the container (override cc.Node )
     
    removeChild(child, cleanup)
    Removes a child from the sprite.
     
    reorderChild(child, zOrder)
    Reorders a child according to a new z value.
     
    HACK: optimization
     
    AnchorPoint setter (override cc.Node )
     
    setAtlasIndex(atlasIndex)
    Set the index used on the TextureAtlas.
     
    setDirty(bDirty)
    Makes the Sprite to be updated in the Atlas.
     
    set Recursively is or isn't Dirty used only when parent is cc.SpriteBatchNode
     
    setDisplayFrameWithAnimationName(animationName, frameIndex)
    changes the display frame with animation name and index.
     
    setFlippedX(flippedX)
    Sets whether the sprite should be flipped horizontally or not.
     
    setFlippedY(flippedY)
    Sets whether the sprite should be flipped vertically or not.
     
    position setter (override cc.Node )
     
    setRotation(rotation)
    Rotation setter (override cc.Node )
     
    setScale(scale, scaleY)

    The scale factor of the node.

     
    setScaleX(scaleX)
    ScaleX setter (override cc.Node )
     
    setScaleY(scaleY)
    ScaleY setter (override cc.Node )
     
    SkewX setter (override cc.Node )
     
    SkewY setter (override cc.Node )
     
    setSpriteBatchNode(spriteBatchNode)
    set the SpriteBatchNode of the cc.Sprite
     
    setTextureAtlas(textureAtlas)
    Sets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
     

    set the vertex rect.

     
    setVertexZ(vertexZ)
    VertexZ setter (override cc.Node )
     
    setVisible(visible)
    visible setter (override cc.Node )
     
    Update sprite's color
     
    useBatchNode(batchNode)
    tell the sprite to use batch node render.
    Methods borrowed from cc.Node:
    addComponent    
     
    cleanup    
     
    convertToNodeSpace    
     
    convertToNodeSpaceAR    
     
    convertTouchToNodeSpace    
    convertTouchToNodeSpaceAR    
     
    convertToWorldSpace    
     
    convertToWorldSpaceAR    
     
    description    
     
    getActionByTag    
    getActionManager    
     
    getAnchorPoint    
     
    getAnchorPointInPoints    
     
    getBoundingBox    
     
    getBoundingBoxToWorld    
    getCamera    
     
    getChildByTag    
     
    getChildren    
     
    getChildrenCount    
     
    getComponent    
     
    getContentSize    
     
    getGLServerState    
    getGrid    
     
    getOrderOfArrival    
     
    getParent    
     
    getPosition    
     
    getPositionX    
     
    getPositionY    
     
    getRotation    
    getRotationX    
     
    getRotationY    
     
    getScale    
     
    getScaleX    
     
    getScaleY    
     
    getScheduler    
     
    getShaderProgram    
     
    getSkewX    
    getSkewY    
     
    getTag    
     
    getUserData    
     
    getUserObject    
     
    getVertexZ    
     
    getZOrder    
     
    isIgnoreAnchorPointForPosition    
    isRunning    
     
    isVisible    
     
    nodeToWorldTransform    
     
    numberOfRunningActions    
     
    onEnter    
     
    onEnterTransitionDidFinish    
    onExit    
     
    onExitTransitionDidStart    
     
    parentToNodeTransform    
     
    pauseSchedulerAndActions    
    removeAllChildrenWithCleanup    
     
    removeAllComponents    
     
    removeChildByTag    
     
    removeComponent    
     
    removeFromParent    
    removeFromParentAndCleanup    
     
    resumeSchedulerAndActions    
     
    retain    
     
    runAction    
     
    schedule    
     
    scheduleOnce    
    scheduleUpdate    
     
    scheduleUpdateWithPriority    
     
    setActionManager    
     
    setAdditionalTransform    
     
    setContentSize    
    setGLServerState    
     
    setGrid    
     
    setOrderOfArrival    
     
    setParent    
     
    setPositionX    
     
    setPositionY    
     
    setRotationX    
    setRotationY    
     
    setScheduler    
     
    setShaderProgram    
     
    setTag    
     
    setUserData    
     
    setUserObject    
     
    setZOrder    
    sortAllChildren    
     
    stopAction    
     
    stopActionByTag    
     
    stopAllActions    
     
    transformAncestors    
     
    unschedule    
    unscheduleAllCallbacks    
     
    unscheduleUpdate    
     
    update    
     
    worldToNodeTransform    

    Class Detail

    cc.Sprite()

    cc.Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ) 
    cc.Sprite can be created with an image, or with a sub-rectangle of an image. 
    If the parent or any of its ancestors is a cc.SpriteBatchNode then the following features/limitations are valid 
    - Features when the parent is a cc.BatchNode: 
    - MUCH faster rendering, specially if the cc.SpriteBatchNode has many children. All the children will be drawn in a single batch. 
    - Limitations 
    - Camera is not supported yet (eg: CCOrbitCamera action doesn't work) 
    - GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl) 
    - The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property. 
    - The Blending function property belongs to CCSpriteBatchNode, so you can't individually set the blending function property. 
    - Parallax scroller is not supported, but can be simulated with a "proxy" sprite. 
    If the parent is an standard cc.Node, then cc.Sprite behaves like any other cc.Node: 
    - It supports blending functions 
    - It supports aliasing / antialiasing 
    - But the rendering will be slower: 1 draw per children. 
    The default anchorPoint in cc.Sprite is (0.5, 0.5).

    var aSprite = new cc.Sprite();
    aSprite.initWithFile("HelloHTML5World.png",cc.rect(0,0,480,320));

    Field Detail

    addChild
    Add child to sprite (override cc.Node )
     
    ctor
    Constructor
     
    draw
    draw sprite to canvas
     
    {Boolean} init
    Initializes an empty sprite with nothing init.
     
    {Boolean} initWithTexture
    Initializes a sprite with a texture and a rect in points, optionally rotated. 
    After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
    var img =cc.TextureCache.getInstance().addImage("HelloHTML5World.png");
    var mySprite = new cc.Sprite();
    mySprite.initWithTexture(img,cc.rect(0,0,480,320));
     
    {Boolean} isFrameDisplayed
    Returns whether or not a cc.SpriteFrame is being displayed
     
    setBatchNode
    Sets the batch node to sprite
     var batch = cc.SpriteBatchNode.create("Images/grossini_dance_atlas.png", 15);
     var sprite = cc.Sprite.createWithTexture(batch.getTexture(), cc.rect(0, 0, 57, 57));
     batch.addChild(sprite);
     layer.addChild(batch);
     
    setBlendFunc
    conforms to cc.TextureProtocol protocol
     
    setColor
    color setter
     
    setDisplayFrame
    Sets a new display frame to the cc.Sprite.
     
    setOpacity
    opacity setter
     
    setOpacityModifyRGB
    opacity: conforms to CCRGBAProtocol protocol
     
    setTexture
    Texture of sprite setter
     
    setTextureRect
    updates the texture rect of the CCSprite in points.
     
    updateTransform
    updates the quad according the the rotation, position, scale values.

    Method Detail

    • <static> {cc.Sprite} cc.Sprite.create(fileName, rect)
      Create a sprite with filename and rect
      //create a sprite with filename
      var sprite1 = cc.Sprite.create("HelloHTML5World.png");
      
      //create a sprite with filename and rect
      var sprite2 = cc.Sprite.create("HelloHTML5World.png",cc.rect(0,0,480,320));
      Parameters:
      {String} fileName
      The string which indicates a path to image file, e.g., "scene1/monster.png".
      {cc.Rect} rect
      Only the contents inside rect of pszFileName's texture will be applied for this sprite.
      Returns:
       
      {cc.Sprite} A valid sprite object
       
    • <static> {cc.Sprite} cc.Sprite.createWithSpriteFrame(spriteFrame)

      Creates a sprite with a sprite frame. 

      A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. 
      If the CCSpriteFrame doesn't exist it will raise an exception.

      //get a sprite frame
      var spriteFrame = cc.SpriteFrameCache.getInstance().getSpriteFrame("grossini_dance_01.png");
      
      //create a sprite with a sprite frame
      var sprite = cc.Sprite.createWithSpriteFrame(spriteFrame);
      Parameters:
      {cc.SpriteFrame} spriteFrame
      A sprite frame which involves a texture and a rect
      Returns:
       
      {cc.Sprite} A valid sprite object
       
    • <static> {cc.Sprite} cc.Sprite.createWithSpriteFrameName(spriteFrameName)

      Creates a sprite with a sprite frame. 

      A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param. 
      If the CCSpriteFrame doesn't exist it will raise an exception.

      //create a sprite with a sprite frame
      var sprite = cc.Sprite.createWithSpriteFrameName('grossini_dance_01.png');
      Parameters:
      {String} spriteFrameName
      A sprite frame which involves a texture and a rect
      Returns:
       
      {cc.Sprite} A valid sprite object
       
    • <static> {cc.Sprite} cc.Sprite.createWithTexture(texture, rect)

      Creates a sprite with an exsiting texture contained in a CCTexture2D object 
      After creation, the rect will be the size of the texture, and the offset will be (0,0).

      //get an image
      var img = cc.TextureCache.getInstance().addImage("HelloHTML5World.png");
      
      //create a sprite with texture
      var sprite1 = cc.Sprite.createWithTexture(img);
      
      //create a sprite with texture and rect
      var sprite2 = cc.Sprite.createWithTexture(img, cc.rect(0,0,480,320));
      Parameters:
      {cc.Texture2D} texture
      A pointer to an existing CCTexture2D object. You can use a CCTexture2D object for many sprites.
      {cc.Rect} rect
      Only the contents inside the rect of this texture will be applied for this sprite.
      Returns:
       
      {cc.Sprite} A valid sprite object
       
    • {cc.SpriteFrame} displayFrame()
      Returns the current displayed frame.
      Returns:
       
      {cc.SpriteFrame}
       
    • {Number} getAtlasIndex()
      Returns the index used on the TextureAtlas.
      Returns:
       
      {Number}
       
    • {cc.SpriteBatchNode|null} getBatchNode()
      Returns the batch node object if this sprite is rendered by cc.SpriteBatchNode
      Returns:
       
      {cc.SpriteBatchNode|null} The cc.SpriteBatchNode object if this sprite is rendered by cc.SpriteBatchNode, null if the sprite isn't used batch node.
       
    • {cc.BlendFunc} getBlendFunc()
      conforms to cc.TextureProtocol protocol
      Returns:
       
      {cc.BlendFunc}
       
    • {cc.Point} getOffsetPosition()
      Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
      Returns:
       
      {cc.Point}
       
    • {cc.V3F_C4B_T2F_Quad} getQuad()
      Returns the quad (tex coords, vertex coords and color) information.
      Returns:
       
      {cc.V3F_C4B_T2F_Quad}
       
    • {cc.SpriteBatchNode} getSpriteBatchNode()
      return the SpriteBatchNode of the cc.Sprite
      Returns:
       
      {cc.SpriteBatchNode}
       
    • {cc.TextureAtlas} getTextureAtlas()
      Gets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
      Returns:
       
      {cc.TextureAtlas}
       
    • {cc.Rect} getTextureRect()
      returns the rect of the cc.Sprite in points
      Returns:
       
      {cc.Rect}
       
    • ignoreAnchorPointForPosition(relative)
      IsRelativeAnchorPoint setter (override cc.Node )
      Parameters:
      {Boolean} relative
       
    • {Boolean} initWithFile(filename, rect)

      Initializes a sprite with an image filename. This method will find pszFilename from local file system, load its content to CCTexture2D, then use CCTexture2D to create a sprite. After initialization, the rect used will be the size of the image. The offset will be (0,0).

      var mySprite = new cc.Sprite();
      mySprite.initWithFile("HelloHTML5World.png",cc.rect(0,0,480,320));
      Parameters:
      {String} filename
      The path to an image file in local file system
      {cc.Rect} rect
      The rectangle assigned the content area from texture.
      Returns:
       
      {Boolean} true if the sprite is initialized properly, false otherwise.
       
    • {Boolean} initWithSpriteFrame(spriteFrame)
      Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
      var spriteFrame = cc.SpriteFrameCache.getInstance().getSpriteFrame("grossini_dance_01.png");
      var sprite = new cc.Sprite();
      sprite.initWithSpriteFrame(spriteFrame);
      Parameters:
      {cc.SpriteFrame} spriteFrame
      A CCSpriteFrame object. It should includes a valid texture and a rect
      Returns:
       
      {Boolean} true if the sprite is initialized properly, false otherwise.
       
    • {Boolean} initWithSpriteFrameName(spriteFrameName)
      Initializes a sprite with a sprite frame name. 
      A cc.SpriteFrame will be fetched from the cc.SpriteFrameCache by name. 
      If the cc.SpriteFrame doesn't exist it will raise an exception. 
      var sprite = new cc.Sprite();
      sprite.initWithSpriteFrameName("grossini_dance_01.png");
      Parameters:
      {String} spriteFrameName
      A key string that can fected a volid cc.SpriteFrame from cc.SpriteFrameCache
      Returns:
       
      {Boolean} true if the sprite is initialized properly, false otherwise.
       
    • {Boolean} isDirty()
      Whether or not the Sprite needs to be updated in the Atlas
      Returns:
       
      {Boolean} true if the sprite needs to be updated in the Atlas, false otherwise.
       
    • {Boolean} isFlippedX()

      Returns the flag which indicates whether the sprite is flipped horizontally or not. 

      It only flips the texture of the sprite, and not the texture of the sprite's children. 
      Also, flipping the texture doesn't alter the anchorPoint. 
      If you want to flip the anchorPoint too, and/or to flip the children too use: 
      sprite->setScaleX(sprite->getScaleX() * -1);

      Returns:
       
      {Boolean} true if the sprite is flipped horizaontally, false otherwise.
       
    • {Boolean} isFlippedY()

      Return the flag which indicates whether the sprite is flipped vertically or not. 

      It only flips the texture of the sprite, and not the texture of the sprite's children. 
      Also, flipping the texture doesn't alter the anchorPoint. 
      If you want to flip the anchorPoint too, and/or to flip the children too use: 
      sprite->setScaleY(sprite->getScaleY() * -1);

      Returns:
       
      {Boolean} true if the sprite is flipped vertically, flase otherwise.
       
    • {Boolean} isOpacityModifyRGB()
      return IsOpacityModifyRGB value
      Returns:
       
      {Boolean}
       
    • {Boolean} isTextureRectRotated()
      Returns whether or not the texture rectangle is rotated.
      Returns:
       
      {Boolean}
       
    • removeAllChildren(cleanup)
      Removes all children from the container (override cc.Node )
      Parameters:
      cleanup
      whether or not cleanup all running actions
       
    • removeChild(child, cleanup)
      Removes a child from the sprite. (override cc.Node )
      Parameters:
      child
      cleanup
      whether or not cleanup all running actions
       
    • reorderChild(child, zOrder)
      Reorders a child according to a new z value. (override cc.Node )
      Parameters:
      {cc.Node} child
      {Number} zOrder
       
    • SET_DIRTY_RECURSIVELY()
      HACK: optimization
       
    • setAnchorPoint(anchor)
      AnchorPoint setter (override cc.Node )
      Parameters:
      {cc.Point} anchor
       
    • setAtlasIndex(atlasIndex)
      Set the index used on the TextureAtlas.
      Parameters:
      {Number} atlasIndex
       
    • setDirty(bDirty)
      Makes the Sprite to be updated in the Atlas.
      Parameters:
      {Boolean} bDirty
       
    • setDirtyRecursively(value)
      set Recursively is or isn't Dirty used only when parent is cc.SpriteBatchNode
      Parameters:
      {Boolean} value
       
    • setDisplayFrameWithAnimationName(animationName, frameIndex)
      changes the display frame with animation name and index.
      The animation name will be get from the CCAnimationCache
      Parameters:
      animationName
      frameIndex
       
    • setFlippedX(flippedX)
      Sets whether the sprite should be flipped horizontally or not.
      Parameters:
      {Boolean} flippedX
      true if the sprite should be flipped horizontally, false otherwise.
       
    • setFlippedY(flippedY)
      Sets whether the sprite should be flipped vertically or not.
      Parameters:
      {Boolean} flippedY
      true if the sprite should be flipped vertically, false otherwise.
       
    • setPosition(pos)
      position setter (override cc.Node )
      Parameters:
      {cc.Point} pos
       
    • setRotation(rotation)
      Rotation setter (override cc.Node )
      Parameters:
      {Number} rotation
       
    • setScale(scale, scaleY)

      The scale factor of the node. 1.0 is the default scale factor. 
      It modifies the X and Y scale at the same time. (override cc.Node )

      Parameters:
      {Number} scale
      {Number|null} scaleY Optional
       
    • setScaleX(scaleX)
      ScaleX setter (override cc.Node )
      Parameters:
      {Number} scaleX
       
    • setScaleY(scaleY)
      ScaleY setter (override cc.Node )
      Parameters:
      {Number} scaleY
       
    • setSkewX(sx)
      SkewX setter (override cc.Node )
      Parameters:
      {Number} sx
      SkewX value
       
    • setSkewY(sy)
      SkewY setter (override cc.Node )
      Parameters:
      {Number} sy
      SkewY value
       
    • setSpriteBatchNode(spriteBatchNode)
      set the SpriteBatchNode of the cc.Sprite
      Parameters:
      {cc.SpriteBatchNode} spriteBatchNode
       
    • setTextureAtlas(textureAtlas)
      Sets the weak reference of the cc.TextureAtlas when the sprite is rendered using via cc.SpriteBatchNode
      Parameters:
      {cc.TextureAtlas} textureAtlas
       
    • setVertexRect(rect)

      set the vertex rect.
      It will be called internally by setTextureRect. 
      Useful if you want to create 2x images from SD images in Retina Display. 
      Do not call it manually. Use setTextureRect instead. 
      (override this method to generate "double scale" sprites)

      Parameters:
      rect
       
    • setVertexZ(vertexZ)
      VertexZ setter (override cc.Node )
      Parameters:
      {Number} vertexZ
       
    • setVisible(visible)
      visible setter (override cc.Node )
      Parameters:
      {Boolean} visible
       
    • updateColor()
      Update sprite's color
       
    • useBatchNode(batchNode)
      tell the sprite to use batch node render.
      Parameters:
      {cc.SpriteBatchNode} batchNode

       

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  • 原文地址:https://www.cnblogs.com/linn/p/3424001.html
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