[.h文件]
USING_NS_CC;
//函数声明
Sprite* MakeSpiteGray(Sprite* ChangeSprite);
[.cpp文件]
//用法
MakeSpiteGray(Sprite::create(people));
//精灵变灰
//函数体
Sprite* 类名::MakeSpiteGray(Sprite* ChangeSprite)
{ Sprite* sprite_chess = Sprite::createWithSpriteFrame(ChangeSprite->getSpriteFrame()); sprite_chess->setPosition(sprite_chess->getContentSize().width/2,sprite_chess->getContentSize().height/2); RenderTexture *render = RenderTexture::create(sprite_chess->getContentSize().width,sprite_chess->getContentSize().height,Texture2D::PixelFormat::RGBA8888); render->beginWithClear(0.0f,0.0f,0.0f); sprite_chess->visit(); render->end(); Director::getInstance()->getRenderer()->render(); Image *finalImage = render->newImage(); unsigned char *pData = finalImage->getData(); int iIndex = 0; for (int i = 0; i < finalImage->getHeight(); i ++) { for (int j = 0; j < finalImage->getWidth(); j ++) { // gray int iBPos = iIndex; unsigned int iB = pData[iIndex]; iIndex ++; unsigned int iG = pData[iIndex]; iIndex ++; unsigned int iR = pData[iIndex]; iIndex ++; iIndex ++; unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB; pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray; } } Texture2D *texture = new Texture2D; texture->initWithImage(finalImage); auto pSprite = Sprite::createWithTexture(texture); delete finalImage; texture->release(); return pSprite; } 原文链接:https://www.f2er.com/cocos2dx/342599.html