Transfer: https://www.cnblogs.com/SkyflyBird/p/7809675.html
About Sprite or ImageView to create pictures or To replace the picture, use cocos 2dx 3.10 lua:
One, sprite related
< p style="color:rgb(0,0,0);font-family:Verdana, Arial, Helvetica, sans-serif;font-size:12px;text-align:left;background-color:rgb(255,255,255); ">— Create from a specified picture
local sprite = cc.Sprite:create("* *.png")
— Create by creating texture cache
local sprite = cc.Sprite:create()local cache = cc.Director:getInstance():getTextureCache():addImage(" span>**.png")sprite:setTexture(cache)
or< /p>
local sprite = cc.Sprite:create()sprite:initWithFile("**.png< span style="color:rgb(128,0,0);line-height:1.5;">")
— Created by .plist, small pictures are produced by TexturePacker to generate texture atlas, This will help reduce the number of file reads, reduce the number of OpenGL ES drawing times, and reduce memory consumption
local plistName = "**.plist"-- Determine Whether the specified plist file is loadedlocal isLoad = cc.SpriteFrameCache:getInstance():isSpriteFramesWithFileLoaded(plistName)if not isLoad then -- span> Load the specified plist file cc.SpriteFrameCache: getInstance():addSpriteFrames(plistName)end-- Create a sprite based on a picture in the texture atlas< /span>local sprite = cc.Sprite:createWithSpriteFrameName("**.png span>")< span style="color:rgb(0,128,0);line-height:1.5;">-- According to A picture or frame buffer replacement sprite in the texture atlassprite:setSpriteFrame("***.png< span style="color:rgb(128,0,0);line-height:1.5;">")--local frame = cc.SpriteFrameCache:getInstance():getSpriteFrame("***.png" )sprite:setSpriteFrame(frame)
One, ImageView related
— Create directly by specifying a picture
local Image = cc.ImageView:create("**.png",ccui.TextureResType.plistType)
The second parameter defaults to: ccui.TextureResType.localType( Or UI_TEX_TYPE_LOCAL)
-- Replace with a pictureImage:loadTexture(< span style="color:rgb(128,0,0);line-height:1.5;">"**.png",ccui.TextureResType.plistType)
< p style="color:rgb(0,0,0);font-family:Verdana, Arial, Helvetica, sans-serif;font-size:12px;text-align:left;background-color:rgb(255,255,255); ">If there is any improper writing in the above, please leave a message to avoid misleading others, thanks!
Transfer: https://www.cnblogs.com/SkyflyBird/p/7809675.html
About Sprite or ImageView to create pictures or replace pictures, use cocos 2dx 3.10 lua:
One, sprite related< /p>
— Create from a specified picture
local sprite = cc.Sprite:create("**.png")
— Created by creating texture cache
local sprite = cc.Sprite:create()local cache = cc.Director:getInstance():getTextureCache():addImage("**.png" )sprite:setTexture(cache)
or
local sprite = cc.Sprite:create()sprite:initWithFile("**.png")
— Created by .plist, small pictures are produced by TexturePacker to generate texture atlas, which helps to reduce the number of file reads and reduce OpenGL ES Draw times, reduce memory consumption
local plistName = "**.plist< span style="color:rgb(128,0,0);line-height:1.5;">"-- Determine whether the specified plist file is loadedlocal isLoad = cc.SpriteFrameCache:getInstance():isSpriteFramesWithFileLoaded(plistName)< /span>if not isLoad then -- Load the specified plist file cc.SpriteFrameCache:getInstance():addSpriteFrames(plistName)end-- span> Create a sprite based on a picture in the texture atlaslocal sprite = cc.Sprite:createWithSpriteFrameName(" span>**.png") -- Replace sprites according to a picture or frame buffer in the texture atlassprite:setSpriteFrame("***.png")--< /span>local frame = cc.SpriteFrameCache:getInstance():getSpriteFrame("***.png ")sprite:setSpriteFrame (frame)
One, ImageView related
— Create directly by specifying a picture
local I mage = cc.ImageView:create("**.png",ccui .TextureResType.plistType)
The second parameter defaults to: ccui.TextureResType.localType (or UI_TEX_TYPE_LOCAL)
-- Replace with a pictureImage:loadTexture("**.png",ccui.TextureResType.plistType)
If there is any improper writing in the above, please leave a message to avoid misleading others, thanks!
local sprite = cc.Sprite:create("**.png" span>)
local sprite = cc.Sprite:create()local cache = cc.Director:getInstance():getTextureCache():addImage( "**.png")sprite:setTexture(cache)
local sprite = cc.Sprite:create()sprite:initWithFile( "**.png")
< pre style="font-family:'Courier New';">local plistName = “**. plist“— Determine whether the specified plist file is loadedlocal isLoad = cc.SpriteFrameCache:getInstance():isSpriteFramesWithFileLoaded(plistName)if not isLoad then – – Load the specified plist file cc .SpriteFrameCache:getInstance():addSpriteFrames(plistName)end— According to a picture in the texture atlas Create a spritelocal sprite = cc.Sprite:createWithSpriteFrameName(“**.png span>“)< span style="color:rgb(0,128,0); line-height:1.5;">— Replace sprites according to a certain picture or frame buffer in the texture atlas< /span>sprite:setSpriteFrame(“< /span>***.png“)—local frame = cc.SpriteFrameCache:getInstance():getSpriteFrame( “***.png“)sprite:setSpriteFrame(frame)
local Image = cc. ImageView:create("**.png",ccui.TextureResType.plistType )
-- Replace with a pictureImage:loadTexture("**.png",ccui.TextureResType.plistType)