我正在使用此https://github.com/qiankanglai/ImagePicker ImagePicker实用程序我正在使用以下代码来设置精灵纹理:
void HelloWorldScene::didFinishPickingWithResult(cocos2d::Texture2D* result)
{
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
if(result == nullptr){
return;
}
// sprite->removeFromParentAndCleanup(true);
ClippingNode * clipper = ClippingNode::create();
clipper->setPosition(visibleSize.width / 2, visibleSize.height / 2);
clipper->setTag( kTagClipperNode );
this->addChild(clipper);
DrawNode * stencil = DrawNode::create();
stencil->drawSolidCircle(Vec2(clipper->getBoundingBox().size.width / 2, clipper->getBoundingBox().size.height / 2), 100, 0, 200, Color4F::MAGENTA);
clipper->setStencil(stencil);
clipper->setInverted(false);
auto sprite = cocos2d::Sprite::createWithTexture(result);
sprite->setPosition( Vec2(clipper->getContentSize().width / 2, clipper->getContentSize().height / 2));
clipper->addChild(sprite);
this->addChild(clipper);
}
实际上,我是从图库中获取Texture 2D对象并将其设置在Sprite上的。这段代码很好用,但是如果我想替换精灵纹理,则再次执行相同的代码,并添加一个新的裁剪节点对象,并且在前一个对象上添加一个新的精灵...
我想知道如何解决这个问题?从图库中选择新照片时,我想用新的精灵纹理替换旧的精灵纹理。
提前致谢!
Sprite具有setTexture
在cocos2dx 3.0中称为成员函数。如果您在场景中保留了一个指向精灵对象的成员指针,则可以将函数更新为以下内容:
void HelloWorldScene::didFinishPickingWithResult(cocos2d::Texture2D* result)
{
if(result == nullptr){
return;
}
if(m_sprite)
{
m_sprite->setTexture(result);
}
else
{
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
ClippingNode * clipper = ClippingNode::create();
clipper->setPosition(visibleSize.width / 2, visibleSize.height / 2);
clipper->setTag( kTagClipperNode );
this->addChild(clipper);
DrawNode * stencil = DrawNode::create();
stencil->drawSolidCircle(Vec2(clipper->getBoundingBox().size.width / 2, clipper->getBoundingBox().size.height / 2), 100, 0, 200, Color4F::MAGENTA);
clipper->setStencil(stencil);
clipper->setInverted(false);
m_sprite = cocos2d::Sprite::createWithTexture(result);
m_sprite->setPosition( Vec2(clipper->getContentSize().width / 2,clipper->getContentSize().height / 2));
clipper->addChild(m_sprite);
this->addChild(clipper);
}
}
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