cocos2d-x CCFlipX的使用
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CCSize s = CCDirector::sharedDirector()->getWinSize();
CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("animations/dragon_animation.png");
// manually add frames to the frame cache
CCSpriteFrame *frame0 = CCSpriteFrame::create(texture, CCRectMake(132*0, 132*0, 132, 132));
CCSpriteFrame *frame1 = CCSpriteFrame::create(texture, CCRectMake(132*1, 132*0, 132, 132));
CCSpriteFrame *frame2 = CCSpriteFrame::create(texture, CCRectMake(132*2, 132*0, 132, 132));
CCSpriteFrame *frame3 = CCSpriteFrame::create(texture, CCRectMake(132*3, 132*0, 132, 132));
CCSpriteFrame *frame4 = CCSpriteFrame::create(texture, CCRectMake(132*0, 132*1, 132, 132));
CCSpriteFrame *frame5 = CCSpriteFrame::create(texture, CCRectMake(132*1, 132*1, 132, 132));
//
// Animation using Sprite BatchNode
//
CCSprite* sprite = CCSprite::create(frame0);
sprite->setPosition( ccp( s.width/2-80, s.height/2) );
addChild(sprite);
CCArray* animFrames = CCArray::create(6);
animFrames->addObject(frame0);
animFrames->addObject(frame1);
animFrames->addObject(frame2);
animFrames->addObject(frame3);
animFrames->addObject(frame4);
animFrames->addObject(frame5);
CCAnimation *animation = CCAnimation::create(animFrames, 0.2f);
CCAnimate *animate = CCAnimate::create(animation);
CCActionInterval* seq = (CCActionInterval*)(CCSequence::create( animate,
CCFlipX::create(true),
animate->copy()->autorelease(),
CCFlipX::create(false),
NULL) );
sprite->runAction(CCRepeatForever::create( seq ) );
CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("animations/dragon_animation.png");
// manually add frames to the frame cache
CCSpriteFrame *frame0 = CCSpriteFrame::create(texture, CCRectMake(132*0, 132*0, 132, 132));
CCSpriteFrame *frame1 = CCSpriteFrame::create(texture, CCRectMake(132*1, 132*0, 132, 132));
CCSpriteFrame *frame2 = CCSpriteFrame::create(texture, CCRectMake(132*2, 132*0, 132, 132));
CCSpriteFrame *frame3 = CCSpriteFrame::create(texture, CCRectMake(132*3, 132*0, 132, 132));
CCSpriteFrame *frame4 = CCSpriteFrame::create(texture, CCRectMake(132*0, 132*1, 132, 132));
CCSpriteFrame *frame5 = CCSpriteFrame::create(texture, CCRectMake(132*1, 132*1, 132, 132));
//
// Animation using Sprite BatchNode
//
CCSprite* sprite = CCSprite::create(frame0);
sprite->setPosition( ccp( s.width/2-80, s.height/2) );
addChild(sprite);
CCArray* animFrames = CCArray::create(6);
animFrames->addObject(frame0);
animFrames->addObject(frame1);
animFrames->addObject(frame2);
animFrames->addObject(frame3);
animFrames->addObject(frame4);
animFrames->addObject(frame5);
CCAnimation *animation = CCAnimation::create(animFrames, 0.2f);
CCAnimate *animate = CCAnimate::create(animation);
CCActionInterval* seq = (CCActionInterval*)(CCSequence::create( animate,
CCFlipX::create(true),
animate->copy()->autorelease(),
CCFlipX::create(false),
NULL) );
sprite->runAction(CCRepeatForever::create( seq ) );
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