quick-cocos2dx display

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disply用于创建并显示UI,设置UI位置。它可以创建Node, Scene, Sprite等。。。
local display = {}1、sizeInPixels4、display.contentScaleFactor 5、display.size             -- winsize             6、display.width            -- size.w       7、display.height           -- size.h8、display.cx               -- w / 2  9、display.cy               -- h / 210、display.c_left          -- -cx11、display.c_right         -- cx12、display.c_top           -- cy   13、display.c_bottom        -- -cy14、display.left            -- 0   15、display.right           -- w   16、display.top             -- h   17、display.bottom          -- 0   18、display.widthInPixels      19、display.heightInPixels     -- 颜色display.COLOR_WHITE = ccc3(255, 255, 255)display.COLOR_BLACK = ccc3(0, 0, 0)display.COLOR_RED   = ccc3(255, 0, 0)display.COLOR_GREEN = ccc3(0, 255, 0)display.COLOR_BLUE  = ccc3(0, 0, 255)display.AUTO_SIZE      = 0display.FIXED_SIZE     = 1display.LEFT_TO_RIGHT  = 0display.RIGHT_TO_LEFT  = 1display.TOP_TO_BOTTOM  = 2display.BOTTOM_TO_TOP  = 3-- 锚点display.CENTER        = 1display.LEFT_TOP      = 2; display.TOP_LEFT      = 2display.CENTER_TOP    = 3; display.TOP_CENTER    = 3display.RIGHT_TOP     = 4; display.TOP_RIGHT     = 4display.CENTER_LEFT   = 5; display.LEFT_CENTER   = 5display.CENTER_RIGHT  = 6; display.RIGHT_CENTER  = 6display.BOTTOM_LEFT   = 7; display.LEFT_BOTTOM   = 7display.BOTTOM_RIGHT  = 8; display.RIGHT_BOTTOM  = 8display.BOTTOM_CENTER = 9; display.CENTER_BOTTOM = 9display.ANCHOR_POINTS = {    CCPoint(0.5, 0.5),  -- CENTER    CCPoint(0, 1),      -- TOP_LEFT    CCPoint(0.5, 1),    -- TOP_CENTER    CCPoint(1, 1),      -- TOP_RIGHT    CCPoint(0, 0.5),    -- CENTER_LEFT    CCPoint(1, 0.5),    -- CENTER_RIGHT    CCPoint(0, 0),      -- BOTTOM_LEFT    CCPoint(1, 0),      -- BOTTOM_RIGHT    CCPoint(0.5, 0),    -- BOTTOM_CENTER}-- 切屏特效display.SCENE_TRANSITIONS = {    CROSSFADE       = {CCTransitionCrossFade, 2},    FADE            = {CCTransitionFade, 3, ccc3(0, 0, 0)},    FADEBL          = {CCTransitionFadeBL, 2},    FADEDOWN        = {CCTransitionFadeDown, 2},    FADETR          = {CCTransitionFadeTR, 2},    FADEUP          = {CCTransitionFadeUp, 2},    FLIPANGULAR     = {CCTransitionFlipAngular, 3, kCCTransitionOrientationLeftOver},    FLIPX           = {CCTransitionFlipX, 3, kCCTransitionOrientationLeftOver},    FLIPY           = {CCTransitionFlipY, 3, kCCTransitionOrientationUpOver},    JUMPZOOM        = {CCTransitionJumpZoom, 2},    MOVEINB         = {CCTransitionMoveInB, 2},    MOVEINL         = {CCTransitionMoveInL, 2},    MOVEINR         = {CCTransitionMoveInR, 2},    MOVEINT         = {CCTransitionMoveInT, 2},    PAGETURN        = {CCTransitionPageTurn, 3, false},    ROTOZOOM        = {CCTransitionRotoZoom, 2},    SHRINKGROW      = {CCTransitionShrinkGrow, 2},    SLIDEINB        = {CCTransitionSlideInB, 2},    SLIDEINL        = {CCTransitionSlideInL, 2},    SLIDEINR        = {CCTransitionSlideInR, 2},    SLIDEINT        = {CCTransitionSlideInT, 2},    SPLITCOLS       = {CCTransitionSplitCols, 2},    SPLITROWS       = {CCTransitionSplitRows, 2},    TURNOFFTILES    = {CCTransitionTurnOffTiles, 2},    ZOOMFLIPANGULAR = {CCTransitionZoomFlipAngular, 2},    ZOOMFLIPX       = {CCTransitionZoomFlipX, 3, kCCTransitionOrientationLeftOver},    ZOOMFLIPY       = {CCTransitionZoomFlipY, 3, kCCTransitionOrientationUpOver},}display.TEXTURES_PIXEL_FORMAT = {}-- 创建一个场景-- name 场景名function display.newScene(name)                   -- 场景切换特效-- scene -- transitionType : 特效名称(就是特效类的类名)-- time : 持续时间-- more : 每个场景切换类的构造参数个数不同!!!more为备用参数function display.wrapSceneWithTransition(scene, transitionType, time, more)    -- -- quick对display进行了封装,原cocos2dx版切场景有runwithscene, replaceScene, 还有场景切换特效-- quick只提供replaceScene,他根据情况,自动判断调用具体调用哪一个function display.replaceScene(newScene, transitionType, time, more)-- 当前scenefunction display.getRunningScene()-- 暂停function display.pause()-- 继续function display.resume()-- 创建layerfunction display.newLayer()function display.newColorLayer(color)function display.newNode()function display.newClippingRegionNode(rect)-- quick对sprite的创建进行了封装。原本创建sprite的方法有:Sprite:create(str),spriteFrameByName(str)-- 以及CCSprite:create(spriteFrame).-- quick可以根据参数类型,确定具体调哪一个函数,-- filename : ①以‘#’开头的字符串,调用spriteFrameByName;--             ②不是以‘#’开头的字符串。调用create--             ③如果是CCSpriteFrame的userdata, 则调用createWithSpriteFrame-- 还能创建时直接指定位置function display.newSprite(filename, x, y)-- file分‘#’与非‘#’。但只能是字符串,不能是其他类型,这点与newSprite不同。-- size为CCSize类型function display.newScale9Sprite(filename, x, y, size)-- title地图-- rect地图卡片大小,默认为设备大小function display.newTilesSprite(filename, rect)-- 创建一个圆形Nodefunction display.newCircle(radius)-- 创建一个矩形Node-- width : ①CCRect , 则pos取width的x,y。size取width的w,h-- ② CCSize x,y = 0 ; size取width的w,h-- ③ width,height都为int,pos取0,0.size取width,heightfunction display.newRect(width, height)-- 多边形-- points格式为{{x,y},{x,y},{x,y}}function display.newPolygon(points, scale)-- 对齐函数实际上就是修改target的锚点。-- x,y若not nil则调用setPosition。function display.align(target, anchorPoint, x, y)-- 异步加载图片-- callback参数类型:function display.addImageAsync(imagePath, callback)function display.addSpriteFramesWithFile(plistFilename, image)function display.removeSpriteFramesWithFile(plistFilename, imageName)function display.setTexturePixelFormat(filename, format)function display.removeSpriteFrameByImageName(imageName)-- 实际调用SpriteBatchNode-- image:图片名字-- capacity 容量function display.newBatchNode(image, capacity)-- frameName为stringfunction display.newSpriteFrame(frameName)-- pattern为这图片名。如有frame1, frame2, rame3...frame19 则pattern为“frame”-- begin :如上例为1-- length : 如上例为19function display.newFrames(pattern, begin, length, isReversed)-- frames为图片帧数组(table)function display.newAnimation(frames, time)function display.setAnimationCache(name, animation)function display.getAnimationCache(name)function display.removeAnimationCache(name)function display.removeUnusedSpriteFrames()display.PROGRESS_TIMER_BAR = kCCProgressTimerTypeBardisplay.PROGRESS_TIMER_RADIAL = kCCProgressTimerTypeRadial-- image可以是string,也可以是一张图片function display.newProgressTimer(image, progresssType)return display

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