由网友(青衣剑客)分享简介:这不起作用:CCSprite *testscale=[CCSprite spriteWithSpriteFrame:starFrame];testscale.scale=0.5;float starWidth=testscale.contentSizeInPixels.width;CCLOG(@"contentpi...
这不起作用:
CCSprite *testscale=[CCSprite spriteWithSpriteFrame:starFrame];
testscale.scale=0.5;
float starWidth=testscale.contentSizeInPixels.width;
CCLOG(@"contentpixels: %f contentsize: %f",starWidth, testscale.contentSize.width);
CCLOG 中的两个输出都显示了精灵的原始像素大小,而不是缩放后的大小.
The two outputs in CCLOG both show the original pixel size of the sprite, not the size after scaling.
有没有办法得到它而不这样做?...
Is there a way to get it without doing this?...
float displayWidth=starWidth*testscale.scale;
推荐答案
使用CCNode的boundingBox属性:
Use the boundingBox property of CCNode:
[testscale boundingBox].size.width
[testscale boundingBox].size.height
这应该给你你想要的宽度和高度,考虑到你对精灵所做的任何变换(缩放、旋转).
This should give you the width and height you want, taking into account any transformation (scaling, rotation) you have made to the sprite.
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