Texture2D :
用图象或文字创建OpenGL 2D 的Texture
Label的定义:
Label *left = [Label labelWithString:@"alignment left" dimensions:CGSizeMake(480,50) alignment:UITextAlignmentLeft fontName:@"Marker Felt" fontSize:32];
Label labelWithString:label显示的文字即title部分
dimensions:CGSizeMake:定义label在的尺寸即宽和高
alignment:UITextAlignmentLeft:显示的位置
fontName:字体 fontSize:字号
left.position = ccp(240,200); (ccp:即对象在屏幕中的位置点(x,y))
[sprite.texture setAntiAliasTexParameters];
使用该语句可以使图象在放大后仍然很清晰,不用该语句图像放大放会变得很模糊
标签的设定与获取
[self addChild:label z:0 tag:kTagLabel]; //设定标签的tag,方便后面取出
Label *label = (Label*) [self getChildByTag:kTagLabel]; //获取标签的值
[label setColor:ccc3(16,16,255)]; //设定字体的颜色
例子:
#pragma mark TexturePixelFormat
@implementation TexturePixelFormat
-(void) onEnter
{
//
// This example displays 1 png images 4 times.
// Each time the image is generated using:
// 1- 32-bit RGBA8
// 2- 16-bit RGBA4
// 3- 16-bit RGB5A1
// 4- 16-bit RGB565
[super onEnter];
Label *label = (Label*) [self getChildByTag:kTagLabel]; //获取已定义的标签
[label setColor:ccc3(16,16,255)]; //设定标签字体的颜色
CGSize s = [[Director sharedDirector] winSize];
Sprite *background = [Sprite spriteWithFile:@"background1.jpg"];
background.position = ccp(240,160); //根据480*320 所以该为置是从中心开始的
[self addChild:background z:-1];
// RGBA 8888 image (32-bit) //设定为32为图像
[Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];
Sprite *sprite1 = [Sprite spriteWithFile:@"test-rgba1.png"];
sprite1.position = ccp(64, s.height/2);
[self addChild:sprite1 z:0];
// remove texture from texture manager //从材质管理器中移除某灵的材质
[[TextureMgr sharedTextureMgr] removeTexture:sprite1.texture];
// RGBA 4444 image (16-bit) //设定为16为图像
[Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA4444];
Sprite *sprite2 = [Sprite spriteWithFile:@"test-rgba1.png"];
sprite2.position = ccp(64+128, s.height/2); //由于图像的宽度为128,所以正好在第一张图像的结束处开始的
[self addChild:sprite2 z:0];
// remove texture from texture manager
[[TextureMgr sharedTextureMgr] removeTexture:sprite2.texture];
// RGB5A1 image (16-bit) //可以对比对图像颜色变深了
[Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGB5A1];
Sprite *sprite3 = [Sprite spriteWithFile:@"test-rgba1.png"];
sprite3.position = ccp(64+128*2, s.height/2);
[self addChild:sprite3 z:0];
// remove texture from texture manager
[[TextureMgr sharedTextureMgr] removeTexture:sprite3.texture];
// RGB565 image (16-bit)
[Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGB565];
Sprite *sprite4 = [Sprite spriteWithFile:@"test-rgba1.png"];
sprite4.position = ccp(64+128*3, s.height/2);
[self addChild:sprite4 z:0];
// remove texture from texture manager
[[TextureMgr sharedTextureMgr] removeTexture:sprite4.texture];
id fadeout = [FadeOut actionWithDuration:2]; //2秒钟消失
id fadein = [FadeIn actionWithDuration:2];
id seq = [Sequence actions: [DelayTime actionWithDuration:2], fadeout, fadein, nil];
id seq_4ever = [RepeatForever actionWithAction:seq];
[sprite1 runAction:seq_4ever];
[sprite2 runAction: [[seq_4ever copy] autorelease]];
[sprite3 runAction: [[seq_4ever copy] autorelease]];
[sprite4 runAction: [[seq_4ever copy] autorelease]];
// restore default
[Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_Default];
}
例子:TextureBlend
参考:http://blog.csdn.net/alicehyxx/archive/2009/06/12/4263058.aspx
Blend 混合是将源色和目标色以某种方式混合生成特效的技术。混合常用来绘制透明或半透明的物体。在混合中起关键作用的α值实际上是将源色和目标色按给定比率进行 混合,以达到不同程度的透明。α值为0则完全透明,α值为1则完全不透明。混合操作只能在RGBA模式下进行,颜色索引模式下无法指定α值。物体的绘制顺 序会影响到OpenGL的混合处理。
cloud = [Sprite spriteWithFile:@"test_blend.bmp"];
[self addChild:cloud z:i+1 tag:200+i];
cloud.position = ccp(50+25*i, 320-80);
cloud.blendFunc = (ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }; // additive blending
例子:TextureAsync
#pragma mark TextureAsync
@implementation TextureAsync
-(id) init
{
if( (self=[super init]) ) {
imageOffset = 0;
CGSize size =[[Director sharedDirector] winSize];
Label *label = [Label labelWithString:@"Loading..." fontName:@"Marker Felt" fontSize:32];
label.position = ccp( size.width/2, size.height/2);
[self addChild:label z:10];
id scale = [ScaleBy actionWithDuration:0.3f scale:2];
id scale_back = [scale reverse];
id seq = [Sequence actions: scale, scale_back, nil];
[label runAction: [RepeatForever actionWithAction:seq]];
[self schedule:@selector(loadImages:) interval:1.0f];
//schedule:在一定的时间里去回调某个函数。interval:间隔的时间,要创建一个'慢动作'的效果,使用的值低于1.0。要创//建一个'快fordward'的效果,使用高于1.0价值。
//如果使用schedule,将会拥有以下功能
// Ø 自动暂停/恢复。
// Ø 当层(Scene, Sprite, CocosNode)进入计时器便会自动启动阶段,在离开时,它会自动停用阶段。
// Ø 你的target/selecto将在一个延迟时间内自动调用
}
return self;
}
- (void) dealloc
{
[[TextureMgr sharedTextureMgr] removeAllTextures];
[super dealloc];
}
//回调函数
-(void) loadImages:(ccTime) dt
{
[self unschedule:_cmd];
for( int i=0;i < 8;i++) {
for( int j=0;j < 8; j++) {
NSString *sprite = [NSString stringWithFormat:@"sprite-%d-%d.png", i, j];
[[TextureMgr sharedTextureMgr] addImageAsync:sprite target:self selector:@selector(imageLoaded:)];
}
}
[[TextureMgr sharedTextureMgr] addImageAsync:@"background1.jpg" target:self selector:@selector(imageLoaded:)];
[[TextureMgr sharedTextureMgr] addImageAsync:@"background2.jpg" target:self selector:@selector(imageLoaded:)];
[[TextureMgr sharedTextureMgr] addImageAsync:@"background.png" target:self selector:@selector(imageLoaded:)];
[[TextureMgr sharedTextureMgr] addImageAsync:@"atlastest.png" target:self selector:@selector(imageLoaded:)];
[[TextureMgr sharedTextureMgr] addImageAsync:@"grossini_dance_atlas.png" target:self selector:@selector(imageLoaded:)];
}
-(void) imageLoaded: (Texture2D*) tex
{
// IMPORTANT: The order on the callback is not guaranteed. Don't depend on the callback
//重要:关于回调顺序是不能保证。不依赖于回调
// 通过传输过来的当前 (Texture2D*) tex,通spriteWithTexture定义精灵,并改变精灵的属性最后显示出来
// This test just creates a sprite based on the Texture
Sprite *sprite = [Sprite spriteWithTexture:tex];
sprite.anchorPoint = ccp(0,0); //使精灵在屏幕的左下角显示
//anchorPoint:较正座标的定位点:(0,0)指左下角,(1,1)指右上角,(0.5,0.5)指中心。精灵和其他textured Nodes 有一个//anchorPoint缺省值(0.5f,0.5f默认anchorPoint)
[self addChild:sprite z:-1];
CGSize size =[[Director sharedDirector] winSize];
int i = imageOffset * 32;
sprite.position = ccp( i % (int)size.width, (i / (int)size.width) * 32 );
imageOffset++;
}
-(NSString *) title
{
return @"Texture Async Load";
}
@end
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