我想在我的 CCSprite 上应用某种颜色叠加".基本上,将其完全染成白色.
I'd like to apply some kind of "color overlay" over a CCSprite of mine. Basically, tint it completely white.
我可以使用
mySprite.color = ccc3(0,0,0);
我的精灵得到了黑色覆盖.然而,
And my sprite gets a black color overlay. However,
mySprite.color = ccc3(255,255,255);
自然不会影响我的精灵.相反,我的精灵保持原来的颜色.
Will, naturally, not affect my sprite. Instead, my sprite keeps its original color.
那么,还有其他方法可以实现吗?我真的负担不起为我所有的动画/精灵等制作白色版本.
So, is there another method to achieve such? I really can't afford to make a white version of all my animations/sprites etc.
您可以将此灰度代码转换为白色或任何颜色http://www.cocos2d-iphone.org/forum/topic/10227#post-58662
you can convert this grayscale code to do white or any color http://www.cocos2d-iphone.org/forum/topic/10227#post-58662
UIImage *convertToColor(UIImage *source, ccColor3B color)
{
CGSize size = [source size];
int width = size.width;
int height = size.height;
// the pixels will be painted to this array
uint32_t *pixels = (uint32_t *) malloc(width * height * sizeof(uint32_t));
// clear the pixels so any transparency is preserved
memset(pixels, 0, width * height * sizeof(uint32_t));
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// create a context with RGBA pixels
CGContextRef context = CGBitmapContextCreate(pixels, width, height, 8, width * sizeof(uint32_t), colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);
// paint the bitmap to our context which will fill in the pixels array
CGContextDrawImage(context, CGRectMake(0, 0, width, height), source.CGImage);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
uint8_t *rgbaPixel = (uint8_t *) &pixels[y * width + x];
// convert to grayscale using recommended method: http://en.wikipedia.org/wiki/Grayscale#Converting_color_to_grayscale
uint32_t gray = 0.3 * rgbaPixel[rgbaRED] + 0.59 * rgbaPixel[rgbaGREEN] + 0.11 * rgbaPixel[rgbaBLUE];
// set the pixels to white
if (gray > 0)
{
rgbaPixel[rgbaRED] = color.r;
rgbaPixel[rgbaGREEN] = color.g;
rgbaPixel[rgbaBLUE] = color.b;
}
}
}
// create a new CGImageRef from our context with the modified pixels
CGImageRef image = CGBitmapContextCreateImage(context);
// we're done with the context, color space, and pixels
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
free(pixels);
// make a new UIImage to return
UIImage *resultUIImage = [UIImage imageWithCGImage:image];
// we're done with image now too
CGImageRelease(image);
return resultUIImage;
}
CCSprite *colorSprite(CCSprite *sprite, ccColor3B color)
{
UIImage *image = convertSpriteToImage(sprite);
UIImage *white = convertToColor(image, color);
CCTexture2D *texture = [[CCTexture2D alloc] initWithImage:white];
CCSprite *newSprite = [CCSprite spriteWithTexture:texture];
return newSprite;
}
UIImage *convertSpriteToImage(CCSprite *sprite)
{
sprite.scale = 1.0f;
sprite.position = ccp(sprite.contentSize.width / 2, sprite.contentSize.height / 2);
CCRenderTexture *renderer = [CCRenderTexture renderTextureWithWidth:sprite.contentSize.width height:sprite.contentSize.height];
[renderer begin];
[sprite visit];
[renderer end];
return [UIImage imageWithData:[renderer getUIImageAsDataFromBuffer:kCCImageFormatPNG]];
}
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