Here is my solution for you:
1. First create a version of your CCImage image:
I) from file:
CCImage *img= new CCImage(); img->initWithImageFile("colors.png");
II) From the sprite:
2. Then you can do what you need:
CCImage *img= ... // make CCImage from CCSprite int x=3; if(img->hasAlpha()) x=4; unsigned char *data = new unsigned char[img->getDataLen()*x]; data = img->getData(); // [0][0] => Left-Top Pixel ! // But cocos2d Location Y-axis is Bottom(0) to Top(max) for(int i=0;i<img->getWidth();i++) { for(int j=0;j<img->getHeight();j++) { unsigned char *pixel = data + (i + j * img->getWidth()) * x; // You can see/change pixels' RGBA value(0-255) here ! unsigned char r = *pixel; unsigned char g = *(pixel + 1); unsigned char b = *(pixel + 2) ; unsigned char a = *(pixel + 3); } }
3. Then convert it to texture_2D
//CCImage -> Texture2d texture_2D= new CCTexture2D(); texture_2D->initWithImage(img);
4. Finally return to CCSprite
CCSprite *result= CCSprite::createWithTexture(texture_2D);
source share