cocos2dx 3.0设置精灵高亮效果

通过新建一个空白的画布 RenderTexture ,然后将精灵绘制在这块画布上,获取到单独的Image,getData到Image里面的数据后,对每个像素增加一定的值,实现高亮效果
注意:
1.已经绘制的精灵无法通过这个来进行修改,例如已经addchild显示在屏幕中的精灵

auto star_sprite = static_cast<Sprite* >(rootNode->getChildByName("star_1"));
    Sprite* new_star = Sprite::createWithTexture(star_sprite->getTexture());
    auto blue = Sprite::create("star.png");
    //blue->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
    auto highlight_star = getHighlightSprite(new_star);
    //highlight_star->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
    Point p = star_sprite->getPosition();
    rootNode->removeChildByName("star_1");
    rootNode->addChild(highlight_star);
    highlight_star->setName("star_1");
    highlight_star->setPosition(p);

需要获取后替换掉
2.Director::getInstance()->getRenderer()->render();这句很重要,因为在cocos2dx 3.0中,绘制是下一帧才进行绘制的,如果没有这个可能会导致黑屏或者下一帧才出现

cocos2d::Sprite* HelloWorld::getHighlightSprite(Sprite* normalsprite) {
    if (!normalsprite) {
        return NULL;
    }
    //normalsprite = Sprite::create("star.png");
    Point p = normalsprite->getAnchorPoint();
    normalsprite->setAnchorPoint(Vec2(0, 0));
    RenderTexture *outTexture = RenderTexture::create(normalsprite->getContentSize().width, normalsprite->getContentSize().height, Texture2D::PixelFormat::RGBA8888);
    outTexture->retain();
    outTexture->beginWithClear(0, 0, 0, 0);
    normalsprite->visit();
    outTexture->end();
    Director::getInstance()->getRenderer()->render();
    normalsprite->setAnchorPoint(p);


    Image* image = outTexture->newImage();
    //Image *image = new Image();
    //image->initWithImageFile("blue.jpg");
    unsigned char* pdata = image->getData();
    if (!image->getData()) {
        CCLOG("hehe");
    }
    CCLOG("%s",pdata);
    int index = 0;
    for (int i = 0; i < image->getHeight(); i++) {
        for (int j = 0; j < image->getWidth(); j++) {
            int iHightlightPlus = 50;
            int nPos = index;
            unsigned int iB = pdata[index++];
            unsigned int iG = pdata[index++];
            unsigned int iR = pdata[index++];
            unsigned int iO = pdata[index++];
            //CCLOG("iO=%d", iO);
            iB = (iB + iHightlightPlus) > 255 ? 255 : (iB + iHightlightPlus);
            iG = (iG + iHightlightPlus) > 255 ? 255 : (iG + iHightlightPlus);
            iR = (iR + iHightlightPlus) > 255 ? 255 : (iR + iHightlightPlus);
            pdata[nPos] = iB;
            pdata[nPos + 1] = iG;
            pdata[nPos + 2] = iR;
        }
    }
    Texture2D* texture2D = new Texture2D;
    texture2D->initWithImage(image);
    Sprite* outputSprite = Sprite::createWithTexture(texture2D);
    delete image;
    texture2D->release();
    CCLOG("okay!!!!");
    return outputSprite;
}
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