1.csloader的加载
function MainScene:createStInput()
--self.input = ccs.GUIReader:getInstance():widgetFromBinaryFile("MainScene.csb")
--self:addChild(self.input)
local buttonLayer = cc.CSLoader:createNode("Layer.csb")
local button = buttonLayer:getChildByName("Button_1")
button:retain()
--button:removeFromParentAndCleanup(true)
button:removeFromParent(true)
button:setPosition(display.cx, display.cy)
--print(button:getReferenceCount())
--print(buttonLayer:getReferenceCount())
local input = buttonLayer:getChildByName("TextField_1")
input:retain() input:removeFromParentAndCleanup(true)
input:setPosition(display.cx - 100, display.cy - 100)
self:addChild(input) self:addChild(button)
end
2.ClippingNode的加载
local spritePlist = cc.SpriteFrameCache:getInstance(): addSpriteFrames("ui/mainUi12/uiMain12Plist.plist")
local sp = cc.Sprite:createWithSpriteFrame(spritePlist:getSpriteFrameByName("ui/mainUi12/uiMain12RightBig1.png"))
--这个很重要不设置裁剪会出现问题
sp:setScale(self.topPanel:getContentSize().width / sp:getContentSize().width)
sp:setPosition(cc.p(0, 0))
local clip = cc.ClippingNode:create(sp)
clip:setInverted(false)
clip:setAlphaThreshold(0)
clip:addChild(self.topPanel2)
clip:setPosition(cc.p(size.width / 2, topMainY))
self:addChild(clip)
3.SpriteBatchNode的加载
self.plist = *******
local map = self.plist:getSpriteFrameByName ("plist/map/mapBg001.png")
local spriteBatchNode = cc.SpriteBatchNode: createWithTexture(map:getTexture(),100)
spriteBatchNode:setAnchorPoint(cc.p(0, 0))
if nil ~= spriteBatchNode then
for i = 1, self.mapWidthNum do
for j = 1, self.mapHeightNum do
local mapspriteM = cc.Sprite:createWithSpriteFrame(map)
mapspriteM:setAnchorPoint(cc.p(0, 0))
mapspriteM:setPosition(cc.p(**,**))
spriteBatchNode:addChild(mapspriteM, 1, i * j)
end
end
end
4.lua面向对象的写法
A = {x = 0, y =0}
function A:new(o)
o = o or {}
if o.x ~= nil then
self.x = o.x
end
if o.y ~= nil then
self.y = o.y
end
setmetatable(o,self)
self.__index = self
return o
end
function A:setA(btx)
self.x = btxendfunction
A:funName() print('A')
end
function A:printList1()
print(self.x ,self.y)
end
B = A:new({x =2, y = 2})
function B:printList1()
print(self.x + 1 ,self.y + 1)
end
A:setA(6)
A:printList1()
B:printList1()
s = B:new()
function B:funName()
print('B')
end
s:funName()