+ (UIImage *) convertSpriteToImage :( CCSprite *) sprite {
02 CGPoint p = sprite. anchorPoint;
03 [sprite setAnchorPoint: ccp (0, 0)];
04
05 CCRenderTexture * renderer = [CCRenderTexture renderTextureWithWidth: sprite. contentSize. width height: sprite. contentSize. height];
06
07 [renderer begin];
08 [sprite visit];
09 [renderer end];
10
11 [sprite setAnchorPoint: p];
12
13 return [UIImage imageWithData: [renderer getUIImageAsDataFromBuffer: kCCImageFormatPNG];
14}
Use CCRenderTexture to convert CCSprite to UIImage and write the function as a category of UIImage (catogery)
UIImage + Sprite. h
View sourceprint? 1 # import <Foundation/Foundation. h>
2 # import "cocos2d. h"
3
4 @ interface UIImage (Sprite)
5
6 + (UIImage *) convertSpriteToImage :( CCSprite *) sprite;
7
8 @ end
UIImage + Sprite. m
View sourceprint? # Import "UIImage + Sprite. h"
@ Implementation UIImage (Sprite)
+ (UIImage *) convertSpriteToImage :( CCSprite *) sprite {...}
@ End