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Cocos2dx 3.0 过渡篇(十五)帧动画的存储播放

2014-04-30 18:14 471 查看
这次主要介绍动画的创建即存储,要实现的功能有:

1、创建四组动画,并存放至Array中;

2、创建四个虚拟方向按钮,控制精灵移动与播放相应方向的动画;


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实现过程如下:

1、事前准备:宏定义每帧精灵图片的宽高,用枚举事先确定四个方向对应的tag

[cpp]
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#define BIRD_WIDTH 186 //宽
#define BIRD_HIGHT 150 //高

enum dirTag
{
Tag_left = 0,
Tag_down,
Tag_up,
Tag_right,
};

2、初始化存放动画的数组,并创建一只鸟人..

[cpp]
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anim_array = Array::create();//存放四组方向动画的数组
anim_array->retain();//记得retain

bird = Sprite::create("bird.png",Rect(0,0,186,150));//创建一只鸟人
bird->setPosition(Point(350,400));
this->addChild(bird,1);

3、获取每帧的图片并做成动画。图片如下:



因为该图片是没有对应的plist文件,所以需要将每张图片分别从大图中 切割 出来。已知每张图片的宽为186,高为150.

[cpp]
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SpriteFrame* frame = NULL;
auto frameArray = Array::create();
for(int i=0;i<4;i++)
{
for(int j=0;j<4;j++)
{
frame = SpriteFrame::create("bird.png",Rect(j*BIRD_WIDTH,i*BIRD_HIGHT,BIRD_WIDTH,BIRD_HIGHT));
frameArray->addObject(frame);
}

auto animation = Animation::createWithSpriteFrames(frameArray,0.15f);//0.15s一帧
auto animate = Animate::create(animation);
frameArray->removeAllObjects();//清楚数组,为下一组动画做准备
anim_array->addObject(animate);//将改组动画放入anim_array中
}

4、创建四个虚拟按钮

[cpp]
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//创建四个精灵,作为控制方向的按钮,并设置相应的tag
auto left_btn = Sprite::create("CloseNormal.png");
left_btn->setPosition(Point(370,150));
left_btn->setTag(Tag_left);
this->addChild(left_btn,1);

auto right_btn = Sprite::create("CloseNormal.png");
right_btn->setPosition(Point(300,150));
right_btn->setTag(Tag_right);
this->addChild(right_btn,1);

auto up_btn = Sprite::create("CloseNormal.png");
up_btn->setPosition(Point(335,185));
up_btn->setTag(Tag_up);
this->addChild(up_btn,1);

auto down_btn = Sprite::create("CloseNormal.png");
down_btn->setPosition(Point(335,115));
down_btn->setTag(Tag_down);
this->addChild(down_btn,1);

5、因为是用精灵作为按钮,所以需要添加相应的触摸监听事件

[cpp]
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auto listener = EventListenerTouchOneByOne::create();//创建一个触摸监听(单点触摸)
listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);//指定触摸的回调函数
listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);//将listener放入事件委托中

6、最后就是触摸按钮后的响应函数啦。我是在按下去后bird 播放动画,松开后bird停止播放动画。这两个过程分别在touchBegan()和touchEnded()中实现

[cpp]
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bool HelloWorld::onTouchBegan(Touch* touch, Event *event)
{
auto beginPos = touch->getLocationInView();//获得触摸位置
beginPos = Director::getInstance()->convertToGL(beginPos);//坐标转换

for(int i=0;i<4;i++)
{
auto dir = (Sprite*)this->getChildByTag(i);//通过tag提取方向按钮
if(dir->getBoundingBox().containsPoint(beginPos))//如果触点在按钮中
{
MoveBy* moveBy;
//判断在哪个方向
if(i == Tag_left)
{
moveBy = MoveBy::create(0.01f,Point(5,-5));
}
else if(i == Tag_right)
{
moveBy = MoveBy::create(0.01f,Point(-5,5));
}
else if(i == Tag_up)
{
moveBy = MoveBy::create(0.01f,Point(5,5));
}
else if(i == Tag_down)
{
moveBy = MoveBy::create(0.01f,Point(-5,-5));
}

auto animate = (Animate*)anim_array->getObjectAtIndex(i);//找出动画数组中的该组动画
auto spaw = Spawn::create(animate,moveBy,NULL);
bird->runAction(RepeatForever::create(spaw));//如果按钮一直按着,那么bird将一直飞下去
break;
}
}

return true;//返回true表示接收触摸事件
}

void HelloWorld::onTouchMoved(Touch* touch, Event *event)
{
}

void HelloWorld::onTouchEnded(Touch* touch, Event *event)
{
bird->stopAllActions();//松开按钮后停止所有动作
}

恩,实现过程就是这样啦,挺容易的。


因为重点是控制精灵播放动画,所以我这里没有做如果当鸟人飞出场景后的处理。
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