[Cocos2d-js official documentation] 16, create, cocos2d-jscreate
All objects are created using the create method, and methods such as createXXX no longer exist.
1. Four ways to create Sprite
(1) create a path based on the image resource
// Parameter 1: image resource path var sprite1 = cc. sprite. create ("res/HelloHTML5World.png"); // parameter 1: image resource path, parameter 2: display area var sprite2 = cc. sprite. create ("res/HelloHTML5World.png", cc. rect (0, 0, 480,320 ));
(2) create a frame name based on the frame name in the plist file. Note: The # symbol must be added to the front to distinguish
// Parameter 1: frame namevar sprite = cc.sprite.create('{grossini_dance_01.png ');
(3) create a sprite frame
Var spriteFrame = cc. spriteFrameCache. getSpriteFrame ("grossini_dance_01.png"); // parameter 1: cc. SpriteFrame object var sprite = cc. Sprite. create (spriteFrame );
(4) texture-Based texture Creation
Var texture = cc. textureCache. addImage ("HelloHTML5World.png"); // parameter 1: texture var sprite1 = cc. sprite. create (texture); // parameter 1: texture, parameter 2: display area var sprite2 = cc. sprite. create (texture, cc. rect (0, 0, 480,320 ));
2. Text LabelTTF can be created in two ways
(1) create multiple parameters based on the font and size
// Parameter 1: Display string, parameter 2: font, parameter 3: font size, parameter 4: width and height, parameter 5: locate var myLabel = cc. labelTTF. create ('label text', 'times New Roman ', 32, cc. size (320,32), cc. TEXT_ALIGNMENT_LEFT );
(2) create a cc. FontDefinition object
Var fontDef = new cc. fontDefinition (); fontDef. fontName = "Arial"; fontDef. fontSize = "32"; // parameter 1: Display string, parameter 2: custom object cc. fontDefinitionvar myLabel = cc. labelTTF. create ('label text', fontDef );
3. Three Animation creation methods
(1) Empty Creation
// No parameter var animation1 = cc. Animation. create ();
(2) create Based on sprite frames
Var spriteFrameArr = []; var spriteFrame = cache. getSpriteFrame ("grossini_dance_01.png"); spriteFrameArr. push (spriteFrame); // parameter 1: Number Group var animation1 = cc. animation. create (spriteFrameArr); // parameter 1: Number of Sprite frames, parameter 2: duration, unit: Second var animation2 = cc. animation. create (spriteFrameArr, 0.2); // parameter 1: Number of Sprite frames, parameter 2: duration, unit: seconds, parameter 3: number of cycles var animation3 = cc. animation. create (spriteFrameArr, 0.2, 2 );
(3) create an animation Frame
Var animationFrameArr = []; var animationFrame = new cc. animationFrame (); aFrame1.initWithSpriteFrame (spriteFrame1, 0.5); animationFrameArr. push (animationFrame); // parameter 1: Number of animation frames var animation1 = cc. animation. create (animationFrameArr); // parameter 1: Number of animation frames, parameter 2: duration, unit: Second var animation2 = cc. animation. create (animationFrameArr, 0.2); // parameter 1: Number of animation frames, parameter 2: duration, unit: seconds, parameter 3: number of cycles var animation3 = cc. animation. create (animationFrameArr, 0.2, 2 );
4. Batch creation of SpriteBatchNode in two ways
(1) Based on the image resource path
// Parameter 1: Image path, parameter 2: Capacity var spriteBatchNode = cc. SpriteBatchNode. create ("res/animations/grossini.png", 50 );
(2) Based on the texture
Var texture = cc. textureCache. addImage ("res/animations/grossini.png"); // parameter 1: texture, parameter 2: Capacity var spriteBatchNode = cc. spriteBatchNode. create (texture, 50 );
5. Two Methods for creating SpriteFrame
(1) Based on the image resource path
// Parameter 1: Image path; parameter 2: Region var frame1 = cc. spriteFrame. create ("res/grossini_dance.png", cc. rect (90,128,); // parameter 1: Image path, parameter 2: region, parameter 3: whether to rotate, parameter 4: Offset, parameter 5: original region var frame2 = cc. spriteFrame. create ("res/grossini_dance.png", cc. rect (90,128,), false, 0, cc. size (90,128 ));
(2) Based on the texture
Var texture = cc. textureCache. addImage ("res/grossini_dance.png"); // parameter 1: Image path, parameter 2: Region var frame1 = cc. spriteFrame. create (texture, cc. rect (90,128,); // parameter 1: Image path, parameter 2: region, parameter 3: whether to rotate, parameter 4: Offset, parameter 5: original region var frame2 = cc. spriteFrame. create (texture, cc. rect (90,128,), false, 0, cc. size (90,128 ));
6. There are two ways to create the particle effect system.
(1) Based on the image resource path
// Parameter 1: particle quantity var particle = cc. particle System. create (50 );
(2) Based on the texture
// Parameter 1: The file var particle = cc. particle System. create ("res/particle. plist") exported by particle designer ");
8. Four physical PhysicsSprite creation methods
(1) create a path based on the image resource
// Parameter 1: image resource path var physicsSprite1 = cc. physicsSprite. create ("res/HelloHTML5World.png"); // parameter 1: image resource path, parameter 2: display area var physicsSprite2 = cc. physicsSprite. create ("res/HelloHTML5World.png", cc. rect (0, 0, 480,320 ));
(2) create a frame name based on the frame name in the plist file. Note: The # symbol must be added to the front to distinguish
// Parameter 1: frame namevar physicsSprite = cc.physicssprite.create('{grossini_dance_01.png ');
(3) create a sprite frame
Var spriteFrame = cc. spriteFrameCache. getSpriteFrame ("batch"); // parameter 1: cc. SpriteFrame object var physicsSprite = cc. PhysicsSprite. create (spriteFrame );
(4) texture-Based texture Creation
Var texture = cc. textureCache. addImage ("HelloHTML5World.png"); // parameter 1: texture var physicsSprite1 = cc. physicsSprite. create (texture); // parameter 1: texture, parameter 2: display area var physicsSprite2 = cc. physicsSprite. create (texture, cc. rect (0, 0, 480,320 ));
9. There are two ways to create a large texture TextureAtlas
(1) Based on the image resource path
// Parameter 1: Image path, parameter 2: Capacity var textureAtlas = cc. TextureAtlas. create ("res/animations/grossini.png", 50 );
(2) Based on the texture
Var texture = cc. textureCache. addImage ("res/animations/grossini.png"); // parameter 1: texture, parameter 2: Capacityvar textureAtlas = cc.TextureAtlas.create(texture,50);
Reprinted Please note: http://www.cocos2dx.net/post/227