[cocos2dx-lua]Cocos2dx-Lua中Sprite精灵的3种创建方法

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---1.从图片文件创建--适合于要显示的这张图片的全部区域或部分区域function TestTest:CreateSprite1()    local png = "lobby/lobby.png" --文件路径    local sprite = cc.Sprite:create(png)    self:addChild(sprite)    local sprite2 = cc.Sprite:create(png,cc.rect(0,0,100,100))    self:addChild(sprite2)    sprite2:setPosition(display.width/2,display.height/2)end---2.从SpriteFrame对象创建function TestTest:CreateSprite2()    local resPath = "shared/shared_ui.pvr.ccz"    local plist = "shared/shared_ui.plist"    display.addSpriteFrames(plist,resPath)--载入图像到帧缓存    local spriteFrame = display.newSpriteFrame("shouye_shouye_n.png")    local sprite0 = cc.Sprite:createWithSpriteFrame(spriteFrame)    sprite0:setPosition(display.width/2,display.height/2+200)    self:addChild(sprite0)    local sprite = cc.Sprite:createWithSpriteFrameName("shouye_shouye_s.png")    sprite:setPosition(display.width/2,display.height/2+400)    self:addChild(sprite)    local fullPath = cc.FileUtils:getInstance():fullPathForFilename(plist)    local dict = cc.FileUtils:getInstance():getValueMapFromFile(fullPath)    for imgName,v in pairs(dict.frames) do        print(imgName,v)    endend---3.从缓存纹理创建function TestTest:CreateSprite3()    local resPath = "game/game_ui.pvr.ccz"    local textureCache = cc.Director:getInstance():getTextureCache()    local pTexture = textureCache:addImage(resPath)    --上面两行= local pTexture = display.loadImage(resPath)    local sprite = cc.Sprite:createWithTexture(pTexture)    sprite:setPosition(display.width/2+400,display.height/2+400)    self:addChild(sprite)end




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