cocos2d动画用例
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// Animation.h
#import"Box2D.h"
#import"cocos2d.h"
#import"BYSingle.h"
@interface AnimSpriteFactory :NSObject {
BYSingle *_single;
BOOL _is4g;
BOOL _isIpad;
}
- (id) init;
- (CCSprite*) genAnimSprite:(CGPoint)position
animName:(NSString*)animName
startIndex:(int)startIndex
endIndex:(int)endIndex
repeatForever:(BOOL)repeatForever
delay:(float)delay;
- (void) dealloc;
@end
// Animation.mm
#import"AnimSpriteFactory.h"
@implementation AnimSpriteFactory
- (id) init {
if((self = [superinit])) {
_single = [BYSingle getInstance];
_is4g =_single.isRetinaSupported;
_isIpad =_single.isIpad;
}
returnself;
}
/**
* 用于获取 sprite 的宽度和高度,太他妈蛋疼了~
*解析 plist 文件
* 弊端:会使动画第一帧偏低于正常情况(当初不知道是出于什么意图要计算出动画的size)~
*/
-(CGSize) getAnimSpriteSize:(NSString*)animName start:(int)startIndex {
NSString *plistPath = [[NSBundlemainBundle]pathForResource:animNameofType:@"plist"];
NSDictionary *dictionary, *framesDic;
//dictionary = [[NSDictionary alloc] initWithContentsOfFile:plistPath];
dictionary = [NSDictionary dictionaryWithContentsOfFile:plistPath];
framesDic = [dictionaryobjectForKey:@"frames"];
NSMutableDictionary *startFrameDic = [framesDicobjectForKey:[NSStringstringWithFormat:@"%@%d.png", animName, startIndex]];
NSString *rectDataString = [startFrameDicobjectForKey:@"frame"];
NSRange range =NSMakeRange(1, [rectDataStringlength]-2);
NSString *withoutBorder = [rectDataStringsubstringWithRange:range];
NSArray *array = [withoutBordercomponentsSeparatedByString:@", "];
NSString *sizeString = [arrayobjectAtIndex:1];
NSRange range2 =NSMakeRange(1, [sizeStringlength]-2);
NSString *sizeStringWithoutBorder = [sizeStringsubstringWithRange:range2];
NSArray *size = [sizeStringWithoutBordercomponentsSeparatedByString:@","];
returnCGSizeMake([[sizeobjectAtIndex:0]intValue], [[sizeobjectAtIndex:1]intValue]);
}
// delay默认值为 0。05~
- (CCSprite*) genAnimSprite:(CGPoint)position
animName:(NSString*)animName
startIndex:(int)startIndex
endIndex:(int)endIndex
repeatForever:(BOOL)repeatForever
delay:(float)delay
{
CCSpriteFrameCache *frameCache = [CCSpriteFrameCachesharedSpriteFrameCache];
// 1.缓冲sprite帧和纹理
NSString *spriteFrameCacheName = [NSStringstringWithFormat:@"%@.plist", animName];
[frameCache addSpriteFramesWithFile:spriteFrameCacheName];
/**
* 2.创建一个精灵批处理结点
* 该步操作放在这儿不好,水动画要用到很多个,这么做的话就会添加进很多重复的 batchNode ~
* Eric 将这步放置在方法的外部,是个很好的做法!
*/
NSString *spriteSheetName = [NSString stringWithFormat:@"%@.png", animName];
CCSpriteBatchNode *spriteBatchNode = [CCSpriteBatchNodebatchNodeWithFile:spriteSheetName];
[_single.gameLayeraddChild:spriteBatchNode];
// 3.收集帧列表
NSMutableArray *frames = [NSMutableArrayarray];
for(int i = startIndex; i < endIndex+1; ++ i) {
NSString *frameName = [NSString stringWithFormat:@"%@%d.png", animName, i];
CCSpriteFrame *spriteFrame = [frameCache spriteFrameByName: frameName];
[frames addObject: spriteFrame];
}
// 4.创建动画对象
CCAnimation *animation = [CCAnimation animationWithFrames:frames delay:delay];
id action = [CCAnimateactionWithAnimation:animationrestoreOriginalFrame:NO];
id sequence = nil;
if(repeatForever == YES) {
id repeatAction = [CCRepeatForever actionWithAction:action];
sequence = [CCSequenceactions:repeatAction,nil];
} else {
id callFunc = [CCCallFuncN actionWithTarget:self selector:@selector(removeSprite:)];
sequence = [CCSequenceactions:action, callFunc,nil];
}
// 5.创建 sprite并且让它 run 动画 action~
NSString *fristFrameName = [NSString stringWithFormat:@"%@%d.png", animName, startIndex];
CCSprite *animSprite = [CCSprite spriteWithSpriteFrameName:fristFrameName];
// CGSize size = [self getAnimSpriteSize:animName start:startIndex];
// if(!_isIpad) {
// [animSprite setContentSize:size];//只有这种方法才是有效的~
// } else {
// CGSize ipadSize = CGSizeMake(2*size.width, 2*size.height);
// [animSprite setContentSize:ipadSize];
// }
[animSprite setPosition:position];
/**
*注意:
* 1。先 runAction再 addChild,
* 2。addChild方法要由 CCSpriteBatchNode对象调用,而不要由 _single.gameLayer 调用~
*由后者调用的话就失去了使用 batchNode的意义~
* (创建一个精灵批处理结点)
*/
[animSprite runAction:sequence];
[spriteBatchNodeaddChild:animSprite];
return animSprite;
}
// Created by Eric~
-(CCSprite*) createAnimation:(NSString*)actionName
Delay:(float)delay
FrameCount:(int)num
BanchNode:(CCSpriteBatchNode*)spriteSheet
{
CCSpriteFrameCache *frameCache = [CCSpriteFrameCachesharedSpriteFrameCache];
[frameCacheaddSpriteFramesWithFile:[NSStringstringWithFormat:@"%@.plist",actionName]];
NSMutableArray *animFrames = [NSMutableArrayarray];
for(int i =0; i < num ; ++ i) {
NSString *frameName = [NSString stringWithFormat:@"%@%d.png", actionName, i];
[animFramesaddObject:[frameCachespriteFrameByName:frameName]];
}
CCAnimation *anim = [CCAnimationanimationWithFrames:animFramesdelay:delay];
CCSprite *sprite = [CCSpritespriteWithSpriteFrameName:[NSStringstringWithFormat:@"%@1.png", actionName]];
[spriterunAction:[CCRepeatForeveractionWithAction:
[CCAnimateactionWithAnimation:animrestoreOriginalFrame:NO]]];
[spriteSheetaddChild:sprite];
return sprite;
}
/** 待气球爆炸动作执行完毕之后,将 animSprite 从 gameLayer中移除~ */
- (void) removeSprite:(id)sender {
CCSprite *animSprite = (CCSprite*)sender;
[_single.gameLayerremoveChild:animSpritecleanup:YES];
}
- (void) dealloc {
[superdealloc];
}
@end
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