All objects are created uniformly using the Create method, and no longer exist for methods like Createxxx
1, the sprite sprite altogether 4 kinds of creation way
(1) Create according to the picture resource path
//参数1:图片资源路径var sprite1 = cc.Sprite.create("res/HelloHTML5World.png");//参数1:图片资源路径,参数2:显示区域var sprite2 = cc.Sprite.create("res/HelloHTML5World.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
//参数1:帧名字 frame namevar sprite = cc.Sprite.create(‘#grossini_dance_01.png‘);
(3) Create according to Sprite frame
var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");//参数1:cc.SpriteFrame对象var sprite = cc.Sprite.create(spriteFrame);
(4) Create based on texture texture
var texture = cc.textureCache.addImage("HelloHTML5World.png");//参数1:纹理var sprite1 = cc.Sprite.create(texture);//参数1:纹理,参数2:显示区域var sprite2 = 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.
//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var myLabel = 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
var fontDef = 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.FontDefinitionvar myLabel = cc.LabelTTF.create(‘label text‘, fontDef);
3, animation animation altogether 3 kinds of creation way
(1) Empty Create
//无参数var animation1 = cc.Animation.create();
(2) created based on sprite frame (sprite frames)
var Spriteframearr = [];var spriteframe = Cache.getspriteframe (" Grossini_dance_01.png "); Spriteframearr.push (spriteframe);//Parameter 1: Elf frame array var animation1 = cc. Animation.create (Spriteframearr);///Parameter 1: Sprite frame Array, parameter 2: Duration, 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 a
based on the action frame (animation frames)
var animationFrameArr = [];var animationFrame = new cc.AnimationFrame();aFrame1.initWithSpriteFrame(spriteFrame1,0.5);animationFrameArr.push(animationFrame);//参数1:动画帧数组var animation1 = cc.Animation.create(animationFrameArr);//参数1:动画帧数组,参数2:延续时间,单位为秒var animation2 = 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var animation3 = cc.Animation.create(animationFrameArr, 0.2,2);
4, batch Spritebatchnode altogether 2 kinds of creation way
(1) According to the picture resource path
//参数1:图片路径,参数2:容量var spriteBatchNode = cc.SpriteBatchNode.create("res/animations/grossini.png", 50);
(2) According to the texture
var texture = cc.textureCache.addImage("res/animations/grossini.png");//参数1:纹理,参数2:容量var spriteBatchNode = cc.SpriteBatchNode.create(texture,50);
5, Wizard Spriteframe altogether 2 kinds of creation way
(1) According to the picture resource path
//参数1:图片路径,参数2:区域var frame1 = cc.SpriteFrame.create("res/grossini_dance.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var frame2 = cc.SpriteFrame.create("res/grossini_dance.png",cc.rect(0,0,90,128),false,0,cc.size(90,128));
(2) According to the texture
var texture = cc.textureCache.addImage("res/grossini_dance.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var frame2 = 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
//参数1:粒子数量var particle = cc.ParticleSystem.create(50);
(2) According to the texture
//参数1:粒子工具particleDesigner导出的文件var particle = cc.ParticleSystem.create("res/particle.plist");
8, physical physicssprite altogether 4 kinds of creation way
(1) Create according to the picture resource path
//参数1:图片资源路径var physicsSprite1 = cc.PhysicsSprite.create("res/HelloHTML5World.png");//参数1:图片资源路径,参数2:显示区域var physicsSprite2 = cc.PhysicsSprite.create("res/HelloHTML5World.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
//参数1:帧名字 frame namevar physicsSprite = cc.PhysicsSprite.create(‘#grossini_dance_01.png‘);
(3) Create according to Sprite frame
var spriteFrame = cc.spriteFrameCache.getSpriteFrame("grossini_dance_01.png");//参数1:cc.SpriteFrame对象var physicsSprite = cc.PhysicsSprite.create(spriteFrame);
(4) Create based on texture texture
var texture = cc.textureCache.addImage("HelloHTML5World.png");//参数1:纹理var physicsSprite1 = cc.PhysicsSprite.create(texture);//参数1:纹理,参数2:显示区域var physicsSprite2 = cc.PhysicsSprite.create(texture, cc.rect(0,0,480,320));
9, big texture Textureatlas altogether 2 kinds of creation way
(1) According to the picture resource path
//参数1:图片路径,参数2:容量var textureAtlas = cc.TextureAtlas.create("res/animations/grossini.png", 50);
(2) According to the texture
var texture = cc.textureCache.addImage("res/animations/grossini.png");//参数1:纹理,参数2:容量var textureAtlas = cc.TextureAtlas.create(texture,50);
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"COCOS2D-JS Official Document" 16, create