Beispiel #1
0
bool CCSprite::init(void)
{
	m_bDirty = m_bRecursiveDirty = false;

	// by default use "Self Render".
	// if the sprite is added to an SpriteSheet, then it will automatically switch to "SpriteSheet Render"
    useSelfRender();

	m_bOpacityModifyRGB = true;
	m_nOpacity = 255;
	m_sColor = m_sColorUnmodified = ccWHITE;

	m_sBlendFunc.src = CC_BLEND_SRC;
	m_sBlendFunc.dst = CC_BLEND_DST;

	// update texture (calls updateBlendFunc)
	setTexture(NULL);

	// clean the Quad
	memset(&m_sQuad, 0, sizeof(m_sQuad));

	m_bFlipX = m_bFlipY = false;

	// lazy alloc
	m_pAnimations = NULL;

	// default transform anchor: center
	m_tAnchorPoint = ccp(0.5f, 0.5f);

	// zwoptex default values
    m_obOffsetPositionInPixels = CGPointZero;

	m_eHonorParentTransform = CC_HONOR_PARENT_TRANSFORM_ALL;
	m_bHasChildren = false;

	// Atlas: Color
	ccColor4B tmpColor = { 255, 255, 255, 255 };
	m_sQuad.bl.colors = tmpColor;
	m_sQuad.br.colors = tmpColor;
	m_sQuad.tl.colors = tmpColor;
	m_sQuad.tr.colors = tmpColor;

	// Atlas: Vertex
		
	// updated in "useSelfRender"
		
	// Atlas: TexCoords
	setTextureRectInPixels(CGRectZero, false, CGSizeZero);

	return true;
}
Beispiel #2
0
    Sprite::Sprite()
    : m_mode            (kFZSprite_Uninitialized)
    , m_textureRect     (FZRectZero)
    , m_offset          (FZPointZero)
    , m_unflippedOffset (FZPointZero)
    , m_color           (fzWHITE)
    , m_alpha           (255)
    , m_rectRotated     (false)
    , m_flipX           (false)
    , m_flipY           (false)
    , mode              ()
    {
        useSelfRender();

        setIsRelativeAnchorPoint(true);
        setAnchorPoint(0.5f, 0.5f);
        
#if FZ_GL_SHADERS
        // shader program
        setGLProgram(kFZShader_mat_uC4_TEX);
#endif
    }