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 var sprite1 = cc.Sprite.create( "res/zifeiyu.png" ); //参数1:图片资源路径,参数2:显示区域 var sprite2 = 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 name var sprite = cc.Sprite.create( ‘#zifeiyu.png‘ ); |
(3) Create according to Sprite frame
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var spriteFrame = cc.spriteFrameCache.getSpriteFrame( "zifeiyu.png" ); //参数1:cc.SpriteFrame对象 var sprite = cc.Sprite.create(spriteFrame); |
(4) Create based on texture texture
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var texture = 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 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.
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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 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
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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.FontDefinition var myLabel = 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 var animation1 = 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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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);
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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 var spriteBatchNode = cc.SpriteBatchNode.create( "res/animations/ipastimes.png" , 50); |
(2) According to the texture
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var texture = cc.textureCache.addImage( "res/animations/ipastimes.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
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//参数1:图片路径,参数2:区域 var frame1 = 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 var frame2 = 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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var texture = 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 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
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//参数1:粒子数量 var particle = 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 var particle = 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 var physicsSprite1 = cc.PhysicsSprite.create( "res/ipastimes.png" ); //参数1:图片资源路径,参数2:显示区域 var physicsSprite2 = 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 name var physicsSprite = cc.PhysicsSprite.create( ‘#ipastimes.png‘ ); |
(3) Create according to Sprite frame
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var spriteFrame = cc.spriteFrameCache.getSpriteFrame( "ipastimes.png" ); //参数1:cc.SpriteFrame对象 var physicsSprite = cc.PhysicsSprite.create(spriteFrame); |
(4) Create based on texture texture
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var texture = 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 var physicsSprite2 = 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 var textureAtlas = cc.TextureAtlas.create( "res/animations/ipastimes.png" , 50); |
(2) According to the texture
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var texture = cc.textureCache.addImage( "res/animations/ipastimes.png" ); //参数1:纹理,参数2:容量 var textureAtlas = cc.TextureAtlas.create(texture,50);
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How to create node in Cocos2d-x JS