Cocos2d-x How to get CCSpriteFrame from cache
/* Get CCSpriteFrame from file */
CCSpriteFrame* Global::getFrameFromImage(const char* imagefile, int x, int y, int w ,int h) {
CCSpriteFrame *frame ;
CCSpriteBatchNode *spriteSheet;
bool check = Global::checkFileExistInResource(imagefile);
if(check) {
spriteSheet = CCSpriteBatchNode::create(imagefile);
} else {
spriteSheet = CCSpriteBatchNode::createWithTexture(Global::getTextureFromImage(imagefile));
}
spriteSheet = CCSpriteBatchNode::createWithTexture(Global::getTextureFromImage(imagefile));
frame = CCSpriteFrame::createWithTexture(spriteSheet->getTexture() ,CCRectMake(0,0,w,h));
return frame;
}
CCSpriteFrame* Global::getFrameFromCache(const char* plistfile ,const char* frameName) {
CCSpriteFrameCache ::sharedSpriteFrameCache() -> addSpriteFramesWithFile(plistfile);
return CCSpriteFrameCache ::sharedSpriteFrameCache()-> spriteFrameByName(frameName);
}
CCSpriteFrame* Global::getSpriteFromCache(const char* frameName) {
return CCSpriteFrameCache ::sharedSpriteFrameCache()-> spriteFrameByName(frameName);
}
CCSpriteFrame* Global::getFrameFromImage(const char* imagefile, int x, int y, int w ,int h) {
CCSpriteFrame *frame ;
CCSpriteBatchNode *spriteSheet;
bool check = Global::checkFileExistInResource(imagefile);
if(check) {
spriteSheet = CCSpriteBatchNode::create(imagefile);
} else {
spriteSheet = CCSpriteBatchNode::createWithTexture(Global::getTextureFromImage(imagefile));
}
spriteSheet = CCSpriteBatchNode::createWithTexture(Global::getTextureFromImage(imagefile));
frame = CCSpriteFrame::createWithTexture(spriteSheet->getTexture() ,CCRectMake(0,0,w,h));
return frame;
}
CCSpriteFrame* Global::getFrameFromCache(const char* plistfile ,const char* frameName) {
CCSpriteFrameCache ::sharedSpriteFrameCache() -> addSpriteFramesWithFile(plistfile);
return CCSpriteFrameCache ::sharedSpriteFrameCache()-> spriteFrameByName(frameName);
}
CCSpriteFrame* Global::getSpriteFromCache(const char* frameName) {
return CCSpriteFrameCache ::sharedSpriteFrameCache()-> spriteFrameByName(frameName);
}
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