cocos2dx文本支持不一樣顏色的方法

ColorLabel = {} ColorLabel.__index = ColorLabelcode

function ColorLabel:create( w , h , fontSize ) instance = {}string

setmetatable( instance , ColorLabel )
instance.mSize = CCSize( w , h )
instance.mPoint = ccp(0,h)
instance.rt = CCRenderTexture:create( w , h )
instance.fontSize = fontSize
instance.layer = CCSprite:create()
instance.layer:setContentSize( CCSize( w , h ) )
instance.layer:addChild( instance.rt )
return instance

endit

function ColorLabel:addString( str , fontName , fontColor ) local pos = 1 local fontSize = self.fontSize local width = self.fontSize local point = self.mPoint while pos <= str:len() do local l = 2 if string.byte(str, pos) >0x80 then l=3 width = fontSize else l=1 width = fontSize / 2 end local label = CCLabelTTF:create(str:sub(pos , pos+l-1),fontName,fontSize) label:setColor(fontColor) label:setAnchorPoint( ccp(0,1) ) self.rt:begin() label:setPosition( point ) label:visit() self.rt:endToLua() pos = pos + l point.x = point.x + width if point.x > self.mSize.width - width then point.x = 0 point.y = point.y - fontSize endio

end
self.mPoint = point

endtable

--[[ cl = ColorLabel:create( 200 , 200 , 40 )function

cl.layer:setPosition(ccp(500,500))

cl:addString( "【我是屌絲】" , "Black" , ccc3(255,255,255) )
cl:addString( "得到【武器裝備啊】" , "Black" , ccc3(0,255,255) )


scene:addChild( cl.layer )

--]]meta

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