Cocos2d-x3.2 Animate帧动画
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//GameScene.h
#include "cocos2d.h"
class GameScene : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
void menuCallback(cocos2d::Ref* pSender);
CREATE_FUNC(GameScene); // 默认创建的四个函数
};
//GameScene.cpp
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto scene = Scene::create(); //创建一个场景
auto layer = GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
bool GameScene::init()
{
if(!Layer::init()) //初始化父类
return false;
//获取屏幕大小
Size visibleSize = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//帧动画的创建
//方式一,通过多张图片来创建
auto sprite1 = Sprite::create("grossini_dance_05.png");
sprite1->setPosition(Vec2(visibleSize.width*0.3, visibleSize.height/2));
this->addChild(sprite1);
//创建帧动画序列,名词形式
auto animation = Animation::create();
for (int i=5; i<11; i++)
{
char szName[100] = {0};
sprintf(szName, "grossini_dance_%02d.png", i);
animation->addSpriteFrameWithFile(szName);
}
//设置帧动画属性
animation->setDelayPerUnit(2.0f / 6); //每一帧停留的时间,2秒时间完成6幅图片显示,切记要写成2.0f形式!
animation->setRestoreOriginalFrame(true); //播放完后回到第一帧
auto animate = Animate::create(animation);
sprite1->runAction(RepeatForever::create(animate));
//方式二,通过一张集合的图片来创建
//创建2D纹理
auto texture =
Director::getInstance()->getTextureCache()->addImage("dragon_animation.png");
//建立图片帧
auto frame0 = SpriteFrame::createWithTexture(texture, Rect(132*0, 132*0, 132, 132));
auto frame1 = SpriteFrame::createWithTexture(texture, Rect(132*1, 132*0, 132, 132));
auto frame2 = SpriteFrame::createWithTexture(texture, Rect(132*2, 132*0, 132, 132));
auto frame3 = SpriteFrame::createWithTexture(texture, Rect(132*3, 132*0, 132, 132));
auto frame4 = SpriteFrame::createWithTexture(texture, Rect(132*0, 132*1, 132, 132));
auto frame5 = SpriteFrame::createWithTexture(texture, Rect(132*1, 132*1, 132, 132));
auto sprite2 = Sprite::createWithSpriteFrame(frame0);
sprite2->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
this->addChild(sprite2);
//保存图片帧
//Vector<cocos2d::AnimationFrame *> array;
Vector<cocos2d::SpriteFrame *> array;
array.pushBack(frame0);
array.pushBack(frame1);
array.pushBack(frame2);
array.pushBack(frame3);
array.pushBack(frame4);
array.pushBack(frame5);
auto animation2 = Animation::createWithSpriteFrames(array, 0.2f); //此处createWithSpriteFrames()函数确实每帧间隔时间参数,需自行加上去!!!
sprite2->runAction(RepeatForever::create(Animate::create(animation2)));
//方式三,通过.plist文件来创建
auto cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("animate.plist");
auto sprite3 = Sprite::createWithSpriteFrameName("grossini_dance_05.png");
sprite3->setPosition(Vec2(visibleSize.width*0.7, visibleSize.height/2));
this->addChild(sprite3);
Vector<cocos2d::SpriteFrame *> arr;
char str[100] = {0};
for (int i=1; i<15; i++)
{
sprintf(str, "grossini_dance_%02d.png", i);
auto frame_2 = cache->SpriteFrameCache::getInstance()->getSpriteFrameByName(str); //3.2版本有改变
arr.pushBack(frame_2);
}
auto animation3 = Animation::createWithSpriteFrames(arr, 0.2f); //此处也不要忘记加上时间间隔参数
sprite3->runAction(RepeatForever::create(Animate::create(animation3)));
return true;
}
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