disply用于创建并显示UI,设置UI位置。它可以创建Node, Scene, Sprite等。。。
local display = {} 1、sizeInPixels 4、display.contentScaleFactor 5、display.size -- winsize 6、display.width -- size.w 7、display.height -- size.h 8、display.cx -- w / 2 9、display.cy -- h / 2 10、display.c_left -- -cx 11、display.c_right -- cx 12、display.c_top -- cy 13、display.c_bottom -- -cy 14、display.left -- 0 15、display.right -- w 16、display.top -- h 17、display.bottom -- 0 18、display.widthInPixels 19、display.heightInPixels -- 颜色 display.COLOR_WHITE = ccc3(255, 255, 255) display.COLOR_BLACK = ccc3(0, 0, 0) display.COLOR_RED = ccc3(255, 0, 0) display.COLOR_GREEN = ccc3(0, 255, 0) display.COLOR_BLUE = ccc3(0, 0, 255) display.AUTO_SIZE = 0 display.FIXED_SIZE = 1 display.LEFT_TO_RIGHT = 0 display.RIGHT_TO_LEFT = 1 display.TOP_TO_BOTTOM = 2 display.BOTTOM_TO_TOP = 3 -- 锚点 display.CENTER = 1 display.LEFT_TOP = 2; display.TOP_LEFT = 2 display.CENTER_TOP = 3; display.TOP_CENTER = 3 display.RIGHT_TOP = 4; display.TOP_RIGHT = 4 display.CENTER_LEFT = 5; display.LEFT_CENTER = 5 display.CENTER_RIGHT = 6; display.RIGHT_CENTER = 6 display.BOTTOM_LEFT = 7; display.LEFT_BOTTOM = 7 display.BOTTOM_RIGHT = 8; display.RIGHT_BOTTOM = 8 display.BOTTOM_CENTER = 9; display.CENTER_BOTTOM = 9 display.ANCHOR_POINTS = { CCPoint(0.5, 0.5), -- CENTER CCPoint(0, 1), -- TOP_LEFT CCPoint(0.5, 1), -- TOP_CENTER CCPoint(1, 1), -- TOP_RIGHT CCPoint(0, 0.5), -- CENTER_LEFT CCPoint(1, 0.5), -- CENTER_RIGHT CCPoint(0, 0), -- BOTTOM_LEFT CCPoint(1, 0), -- BOTTOM_RIGHT CCPoint(0.5, 0), -- BOTTOM_CENTER } -- 切屏特效 display.SCENE_TRANSITIONS = { CROSSFADE = {CCTransitionCrossFade, 2}, FADE = {CCTransitionFade, 3, ccc3(0, 0, 0)}, FADEBL = {CCTransitionFadeBL, 2}, FADEDOWN = {CCTransitionFadeDown, 2}, FADETR = {CCTransitionFadeTR, 2}, FADEUP = {CCTransitionFadeUp, 2}, FLIPANGULAR = {CCTransitionFlipAngular, 3, kCCTransitionOrientationLeftOver}, FLIPX = {CCTransitionFlipX, 3, kCCTransitionOrientationLeftOver}, FLIPY = {CCTransitionFlipY, 3, kCCTransitionOrientationUpOver}, JUMPZOOM = {CCTransitionJumpZoom, 2}, MOVEINB = {CCTransitionMoveInB, 2}, MOVEINL = {CCTransitionMoveInL, 2}, MOVEINR = {CCTransitionMoveInR, 2}, MOVEINT = {CCTransitionMoveInT, 2}, PAGETURN = {CCTransitionPageTurn, 3, false}, ROTOZOOM = {CCTransitionRotoZoom, 2}, SHRINKGROW = {CCTransitionShrinkGrow, 2}, SLIDEINB = {CCTransitionSlideInB, 2}, SLIDEINL = {CCTransitionSlideInL, 2}, SLIDEINR = {CCTransitionSlideInR, 2}, SLIDEINT = {CCTransitionSlideInT, 2}, SPLITCOLS = {CCTransitionSplitCols, 2}, SPLITROWS = {CCTransitionSplitRows, 2}, TURNOFFTILES = {CCTransitionTurnOffTiles, 2}, ZOOMFLIPANGULAR = {CCTransitionZoomFlipAngular, 2}, ZOOMFLIPX = {CCTransitionZoomFlipX, 3, kCCTransitionOrientationLeftOver}, ZOOMFLIPY = {CCTransitionZoomFlipY, 3, kCCTransitionOrientationUpOver}, } display.TEXTURES_PIXEL_FORMAT = {} -- 创建一个场景 -- name 场景名 function display.newScene(name) -- 场景切换特效 -- scene -- transitionType : 特效名称(就是特效类的类名) -- time : 持续时间 -- more : 每个场景切换类的构造参数个数不同!!!more为备用参数 function display.wrapSceneWithTransition(scene, transitionType, time, more) -- -- quick对display进行了封装,原cocos2dx版切场景有runwithscene, replaceScene, 还有场景切换特效 -- quick只提供replaceScene,他根据情况,自动判断调用具体调用哪一个 function display.replaceScene(newScene, transitionType, time, more) -- 当前scene function display.getRunningScene() -- 暂停 function display.pause() -- 继续 function display.resume() -- 创建layer function display.newLayer() function display.newColorLayer(color) function display.newNode() function display.newClippingRegionNode(rect) -- quick对sprite的创建进行了封装。原本创建sprite的方法有:Sprite:create(str),spriteFrameByName(str) -- 以及CCSprite:create(spriteFrame). -- quick可以根据参数类型,确定具体调哪一个函数, -- filename : ①以‘#’开头的字符串,调用spriteFrameByName; -- ②不是以‘#’开头的字符串。调用create -- ③如果是CCSpriteFrame的userdata, 则调用createWithSpriteFrame -- 还能创建时直接指定位置 function display.newSprite(filename, x, y) -- file分‘#’与非‘#’。但只能是字符串,不能是其他类型,这点与newSprite不同。 -- size为CCSize类型 function display.newScale9Sprite(filename, x, y, size) -- title地图 -- rect地图卡片大小,默认为设备大小 function display.newTilesSprite(filename, rect) -- 创建一个圆形Node function display.newCircle(radius) -- 创建一个矩形Node -- width : ①CCRect , 则pos取width的x,y。size取width的w,h -- ② CCSize x,y = 0 ; size取width的w,h -- ③ width,height都为int,pos取0,0.size取width,height function display.newRect(width, height) -- 多边形 -- points格式为{{x,y},{x,y},{x,y}} function display.newPolygon(points, scale) -- 对齐函数实际上就是修改target的锚点。 -- x,y若not nil则调用setPosition。 function display.align(target, anchorPoint, x, y) -- 异步加载图片 -- callback参数类型: function display.addImageAsync(imagePath, callback) function display.addSpriteFramesWithFile(plistFilename, image) function display.removeSpriteFramesWithFile(plistFilename, imageName) function display.setTexturePixelFormat(filename, format) function display.removeSpriteFrameByImageName(imageName) -- 实际调用SpriteBatchNode -- image:图片名字 -- capacity 容量 function display.newBatchNode(image, capacity) -- frameName为string function display.newSpriteFrame(frameName) -- pattern为这图片名。如有frame1, frame2, rame3...frame19 则pattern为“frame” -- begin :如上例为1 -- length : 如上例为19 function display.newFrames(pattern, begin, length, isReversed) -- frames为图片帧数组(table) function display.newAnimation(frames, time) function display.setAnimationCache(name, animation) function display.getAnimationCache(name) function display.removeAnimationCache(name) function display.removeUnusedSpriteFrames() display.PROGRESS_TIMER_BAR = kCCProgressTimerTypeBar display.PROGRESS_TIMER_RADIAL = kCCProgressTimerTypeRadial -- image可以是string,也可以是一张图片 function display.newProgressTimer(image, progresssType) return display