CCSprite上的白色覆盖 [英] White color overlay on CCSprite

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本文介绍了CCSprite上的白色覆盖的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我想在我的CCSprite上应用某种颜色覆盖。

我可以使用

  mySprite .color = ccc3(0,0,0); 

我的sprite得到一个黑色的叠加。但是,

  mySprite.color = ccc3(255,255,255); 

自然不会影响我的sprite。相反,我的sprite保持原来的颜色。



那么,有没有另一种方法来实现呢?

解决方案

你可以转换这个灰度代码做白色或任何颜色
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;

//像素将被绘制到此数组
uint32_t * pixels =(uint32_t *)malloc(width * height * sizeof(uint32_t));

//清除像素,以保留任何透明度
memset(pixels,0,width * height * sizeof(uint32_t));

CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

//使用RGBA像素创建上下文
CGContextRef context = CGBitmapContextCreate(pixels,width,height,8,width * sizeof(uint32_t),colorSpace,kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);

//将位图绘制到我们的上下文中,它将填充像素数组
CGContextDrawImage(context,CGRectMake(0,0,width,height),source.CGImage);

for(int y = 0; y for(int x = 0; x uint8_t * rgbaPixel = (uint8_t *)& pixels [y * width + x];

//使用推荐方法转换为灰度: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];

//将像素设置为白色
if(gray> 0)
{
rgbaPixel [rgbaRED] = color.r;
rgbaPixel [rgbaGREEN] = color.g;
rgbaPixel [rgbaBLUE] = color.b;
}
}
}

//从修改的像素上下文中创建一个新的CGImageRef
CGImageRef image = CGBitmapContextCreateImage(context);

//我们完成了上下文,颜色空间和像素
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
免费(像素);

//使一个新的UIImage返回
UIImage * resultUIImage = [UIImage imageWithCGImage:image];

//现在我们也完成了图片
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]];
}


I'd like to apply some kind of "color overlay" over a CCSprite of mine. Basically, tint it completely white.

I can use

mySprite.color = ccc3(0,0,0);

And my sprite gets a black color overlay. However,

mySprite.color = ccc3(255,255,255);

Will, naturally, not affect my sprite. Instead, my sprite keeps its original color.

So, is there another method to achieve such? I really can't afford to make a white version of all my animations/sprites etc.

解决方案

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]];
}

这篇关于CCSprite上的白色覆盖的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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