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【Cocos2d-x游戏引擎开发笔记(5)】自定义动画

2012-12-08 13:32 603 查看
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上篇中实现的是Cocos2d-x提供给我们的动画,这次要实现的动画是自定义的动画。



这次实现的是让一个精灵一直执行我给的图片,从而达到动画的效果,还是截几张图看看。












图片资源来自解压《捕鱼达人》和《魔塔》





























一共有18张图片。







CCTexture2D *pTexture=CCTextureCache::sharedTextureCache()->addImage("hero.png");
		CCSpriteFrame *frame0=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(0,0,32,32));
		CCSpriteFrame *frame1=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(32,0,32,32));
		CCSpriteFrame *frame2=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(64,0,32,32));
		CCSpriteFrame *frame3=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(96,0,32,32));
		CCArray  *animFrames=CCArray::create();
		CC_BREAK_IF(!animFrames);
		animFrames->addObject(frame0);
		animFrames->addObject(frame1);
		animFrames->addObject(frame2);
		animFrames->addObject(frame3);
		
		CCAnimation *animation=CCAnimation::createWithSpriteFrames(animFrames,0.2f);
		
		CC_BREAK_IF(!animation);

		CCSprite *heroSprite0=CCSprite::createWithSpriteFrame(frame0);
		CC_BREAK_IF(!heroSprite0);
		heroSprite0->setPosition(ccp(100,100));
		addChild(heroSprite0,1);
		CCAnimate *animate=CCAnimate::create(animation);
		heroSprite0->runAction(CCRepeatForever::create(animate));//一直执行下去




上面的动画是使英雄一直执行走动下去。



还有另外的一种方法来实现自定义动画:

CCAnimation* animation2 = CCAnimation::create(); 

	for(int i=1;i<19;i++)
	{
		char *tt=new char[3];
		memset(tt,0,3);
		std::string s;

		if(i<10)
		{
			itoa(i,tt,10);
			s="fish00"+std::string(tt);
		}
		else
		{
			itoa(i,tt,10);
			s="fish0"+std::string(tt);
		}

		s=s+".png";

	
		CCTexture2D *playerRunTexture = CCTextureCache::sharedTextureCache()->addImage(s.c_str()); 

		 animation2->addSpriteFrame(CCSpriteFrame::createWithTexture(playerRunTexture, cocos2d::CCRectMake(0, 0, 100, 100)));  

		 delete []tt;
	
	}

	     
    
     
    animation2->setDelayPerUnit(0.2f);  
    CCAnimate* action = CCAnimate::create(animation2);  
    
	CCTexture2D *playerRunTexture0 = CCTextureCache::sharedTextureCache()->addImage("fish001.png"); 

	CCSprite *p=CCSprite::createWithSpriteFrame(CCSpriteFrame::createWithTexture(playerRunTexture0, cocos2d::CCRectMake(0, 0, 100, 100)));
	p->setPosition(ccp(200,200));
	addChild(p,1);

	p->runAction(CCRepeatForever::create(action));




代码是如此的简单,我就不多说了。



最后照例贴出init函数的全部代码:

bool HelloWorld::init()
{
mPercentage=100;
bool bRet = false;
do
{

CC_BREAK_IF(! CCLayer::init());



CCTexture2D *pTexture=CCTextureCache::sharedTextureCache()->addImage("hero.png");
CCSpriteFrame *frame0=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(0,0,32,32));
CCSpriteFrame *frame1=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(32,0,32,32));
CCSpriteFrame *frame2=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(64,0,32,32));
CCSpriteFrame *frame3=CCSpriteFrame::createWithTexture(pTexture,CCRectMake(96,0,32,32));
CCArray *animFrames=CCArray::create();
CC_BREAK_IF(!animFrames);
animFrames->addObject(frame0);
animFrames->addObject(frame1);
animFrames->addObject(frame2);
animFrames->addObject(frame3);

CCAnimation *animation=CCAnimation::createWithSpriteFrames(animFrames,0.2f);

CC_BREAK_IF(!animation);

CCSprite *heroSprite0=CCSprite::createWithSpriteFrame(frame0);
CC_BREAK_IF(!heroSprite0);
heroSprite0->setPosition(ccp(100,100));
addChild(heroSprite0,1);
CCAnimate *animate=CCAnimate::create(animation);
heroSprite0->runAction(CCRepeatForever::create(animate));//一直执行下去




CCActionInterval *en=CCRotateBy::create(5,-360);

CCSprite *hua=CCSprite::create("end.png");
hua->setPosition(ccp(240,160));
addChild(hua,1);

hua->runAction(CCRepeatForever::create(en));

CCAnimation* animation2 = CCAnimation::create(); for(int i=1;i<19;i++) { char *tt=new char[3]; memset(tt,0,3); std::string s; if(i<10) { itoa(i,tt,10); s="fish00"+std::string(tt); } else { itoa(i,tt,10); s="fish0"+std::string(tt); } s=s+".png"; CCTexture2D *playerRunTexture = CCTextureCache::sharedTextureCache()->addImage(s.c_str()); animation2->addSpriteFrame(CCSpriteFrame::createWithTexture(playerRunTexture, cocos2d::CCRectMake(0, 0, 100, 100))); delete []tt; } animation2->setDelayPerUnit(0.2f); CCAnimate* action = CCAnimate::create(animation2); CCTexture2D *playerRunTexture0 = CCTextureCache::sharedTextureCache()->addImage("fish001.png"); CCSprite *p=CCSprite::createWithSpriteFrame(CCSpriteFrame::createWithTexture(playerRunTexture0, cocos2d::CCRectMake(0, 0, 100, 100))); p->setPosition(ccp(200,200)); addChild(p,1); p->runAction(CCRepeatForever::create(action));

bRet = true;
} while (0);

return bRet;
}
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