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精灵变灰

发布时间:2020-12-14 19:31:26 所属栏目:百科 来源:网络整理
导读:// 精灵变灰 Sprite * CUserData ::MakeSpiteGray( * ChangeSprite) { Sprite * sprite_chess = :: createWithSpriteFrame (ChangeSprite- getSpriteFrame ()); sprite_chess- setPosition (sprite_chess- getContentSize (). width /2,sprite_chess- height
// 精灵变灰
Sprite * CUserData ::MakeSpiteGray( * ChangeSprite)
{
Sprite * sprite_chess = :: createWithSpriteFrame (ChangeSprite-> getSpriteFrame ());
sprite_chess-> setPosition (sprite_chess-> getContentSize (). width /2,sprite_chess-> height /2);

RenderTexture *render = create (sprite_chess-> getContentSize (). width ,sprite_chess-> height Texture2D PixelFormat RGBA8888 );
render-> beginWithClear (0.0f,0.0f,0.0f);
visit ();
end Director getInstance ()-> getRenderer render Image *finalImage = render-> newImage unsigned char *pData = finalImage-> getData int iIndex = 0;
for ( i = 0; i < finalImage-> getHeight (); i ++)
{
j = 0; j < finalImage-> getWidth (); j ++)
{
// gray
iBPos = iIndex;
iB = pData[iIndex];
iIndex ++;
iG = pData[iIndex];
iR = pData[iIndex];
iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;
pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = ( )iGray;
}
}
Texture2D *texture = new ;
texture-> initWithImage (finalImage);
auto pSprite = :: createWithTexture (texture);
delete finalImage;
release return pSprite;
}

http://www.cocoachina.com/bbs/read.php?tid=219268


我这里用的是 createWithSpriteFrame,主要是为了从已加载的 texturepacker打包的plist中 获取的精灵,所以用了RenderTexture绘制。。。
如果是用的散图,就简单多了,直接new Image;在调用initwithfile("xx.png"),然后getData(),后面代码一样了;

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