1, the sprite sprite altogether 4 kinds of creation way
(1) Create according to the picture resource path
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//参数1:图片资源路径varsprite1 = cc.Sprite.create("res/zifeiyu.png");//参数1:图片资源路径,参数2:显示区域varsprite2 = cc.Sprite.create("res/zifeiyu.png",cc.rect(0,0,480,320)); |
(2) created according to the frame name in the plist file. Note: You must add a # symbol to the front to differentiate
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//参数1:帧名字 frame namevarsprite = cc.Sprite.create(‘#zifeiyu.png‘); |
(3) Create according to Sprite frame
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varspriteFrame = cc.spriteFrameCache.getSpriteFrame("zifeiyu.png");//参数1:cc.SpriteFrame对象varsprite = cc.Sprite.create(spriteFrame); |
(4) Create based on texture texture
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vartexture = cc.textureCache.addImage("zifeiyu.png");//参数1:纹理var sprite1 = cc.Sprite.create(texture);//参数1:纹理,参数2:显示区域varsprite2 = cc.Sprite.create(texture, cc.rect(0,0,480,320)); |
2, the text Labelttf altogether 2 kinds of creation way
(1) Create based on multiple parameters such as font, size, etc.
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//参数1:显示字符串,参数2:字体,参数3:字号,参数4:宽高,参数5:定位varmyLabel = cc.LabelTTF.create(‘label text‘, ‘Times New Roman‘, 32, cc.size(320,32), cc.TEXT_ALIGNMENT_LEFT); |
(2) According to the custom object cc. Fontdefinition Create
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varfontDef = new cc.FontDefinition();fontDef.fontName = "Arial";fontDef.fontSize = "32";//参数1:显示字符串,参数2:自定义对象cc.FontDefinitionvarmyLabel = cc.LabelTTF.create(‘label text‘, fontDef); |
3, animation animation altogether 3 kinds of creation way
(1) Empty Create
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//无参数varanimation1 = cc.Animation.create(); |
(2) created based on sprite frame (sprite frames)
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var spriteframearr = [] ; var spriteframe = cache.getspriteframe ( "ipastimes.png" spriteframearr.push (spriteframe); //parameter 1: Sprite frame array var animation1 = cc. Animation.create (Spriteframearr); //parameter 1: Sprite frame Array, parameter 2: Continuation time, in seconds var animation2 = cc. Animation.create (spriteframearr, 0.2); //parameter 1: Sprite frame Array, parameter 2: Continuation time, in seconds, Parameter 3: number of cycles var animation3 = cc. Animation.create (spriteframearr, 0.2,2); |
(3) Create according to the action frame (animation frames)
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varanimationFrameArr = [];varanimationFrame = newcc.AnimationFrame();aFrame1.initWithSpriteFrame(spriteFrame1,0.5);animationFrameArr.push(animationFrame);//参数1:动画帧数组varanimation1 = cc.Animation.create(animationFrameArr);//参数1:动画帧数组,参数2:延续时间,单位为秒varanimation2 = cc.Animation.create(animationFrameArr, 0.2);//参数1:动画帧数组,参数2:延续时间,单位为秒,参数3:循环次数varanimation3 = cc.Animation.create(animationFrameArr, 0.2,2); |
4, batch Spritebatchnode altogether 2 kinds of creation way
(1) According to the picture resource path
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//参数1:图片路径,参数2:容量varspriteBatchNode = cc.SpriteBatchNode.create("res/animations/ipastimes.png", 50); |
(2) According to the texture
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vartexture = cc.textureCache.addImage("res/animations/ipastimes.png");//参数1:纹理,参数2:容量varspriteBatchNode = cc.SpriteBatchNode.create(texture,50); |
5, Wizard Spriteframe altogether 2 kinds of creation way
(1) According to the picture resource path
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//参数1:图片路径,参数2:区域varframe1 = cc.SpriteFrame.create("res/ipastimes.png",cc.rect(0,0,90,128));//参数1:图片路径,参数2:区域,参数3:是否旋转,参数4:偏移量,参数5:原区域varframe2 = cc.SpriteFrame.create("res/ipastimes.png",cc.rect(0,0,90,128),false,0,cc.size(90,128)); |
(2) According to the texture
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vartexture = cc.textureCache.addImage("res/ipastimes.png");//参数1:图片路径,参数2:区域var frame1 = cc.SpriteFrame.create(texture, cc.rect(0,0,90,128));//参数1:图片路径,参数2:区域,参数3:是否旋转,参数4:偏移量,参数5:原区域varframe2 = cc.SpriteFrame.create(texture, cc.rect(0,0,90,128),false,0,cc.size(90,128)); |
6, particle effect particlesystem altogether 2 kinds of creation way
(1) According to the picture resource path
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//参数1:粒子数量varparticle = cc.ParticleSystem.create(50); |
(2) According to the texture
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//参数1:粒子工具particleDesigner导出的文件varparticle = cc.ParticleSystem.create("res/particle.plist"); |
7, physical physicssprite altogether 4 kinds of creation way
(1) Create according to the picture resource path
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//参数1:图片资源路径varphysicsSprite1 = cc.PhysicsSprite.create("res/ipastimes.png");//参数1:图片资源路径,参数2:显示区域varphysicsSprite2 = cc.PhysicsSprite.create("res/ipastimes.png",cc.rect(0,0,480,320)); |
(2) created according to the frame name in the plist file. Note: You must add a # symbol to the front to differentiate
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//参数1:帧名字 frame namevarphysicsSprite = cc.PhysicsSprite.create(‘#ipastimes.png‘); |
(3) Create according to Sprite frame
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varspriteFrame = cc.spriteFrameCache.getSpriteFrame("ipastimes.png");//参数1:cc.SpriteFrame对象varphysicsSprite = cc.PhysicsSprite.create(spriteFrame); |
(4) Create based on texture texture
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vartexture = cc.textureCache.addImage("ipastimes.png");//参数1:纹理var physicsSprite1 = cc.PhysicsSprite.create(texture);//参数1:纹理,参数2:显示区域varphysicsSprite2 = cc.PhysicsSprite.create(texture, cc.rect(0,0,480,320)); |
8, big texture textureatlas altogether 2 kinds of creation way
(1) According to the picture resource path
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//参数1:图片路径,参数2:容量vartextureAtlas = cc.TextureAtlas.create("res/animations/ipastimes.png", 50); |
(2) According to the texture
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vartexture = cc.textureCache.addImage("res/animations/ipastimes.png");//参数1:纹理,参数2:容量vartextureAtlas = cc.TextureAtlas.create(texture,50);
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How to create node in Cocos2d-x JS