//精灵变灰
Sprite* CUserData::MakeSpiteGray(Sprite* ChangeSprite)
{
Sprite* sprite_chess = Sprite::createWithSpriteFrame(ChangeSprite->getSpriteFrame());
sprite_chess->setPosition(sprite_chess->getContentSize().width/2, sprite_chess->getContentSize().height/2);
RenderTexture *render = RenderTexture::create(sprite_chess->getContentSize().width, sprite_chess->getContentSize().height,Texture2D::PixelFormat::RGBA8888);
render->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f);
sprite_chess->visit();
render->end();
Director::getInstance()->getRenderer()->render();
Image *finalImage = render->newImage();
unsigned char *pData = finalImage->getData();
int iIndex = 0;
for (int i = 0; i < finalImage->getHeight(); i ++)
{
for (int j = 0; j < finalImage->getWidth(); j ++)
{
// gray
int iBPos = iIndex;
unsigned int iB = pData;
iIndex ++;
unsigned int iG = pData;
iIndex ++;
unsigned int iR = pData;
iIndex ++;
iIndex ++;
unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;
pData = pData = pData = (unsigned char)iGray;
}
}
Texture2D *texture = new Texture2D;
texture->initWithImage(finalImage);
auto pSprite = Sprite::createWithTexture(texture);
delete finalImage;
texture->release();
return pSprite;
}
我这里用的是 Sprite::createWithSpriteFrame,主要是为了从已加载的 texturepacker打包的plist中 获取的精灵,所以用了RenderTexture绘制。。。
如果是用的散图,就简单多了,直接new Image;在调用initwithfile(“xx.png”),然后getData(),后面代码一样了;