在cocos2d 0.9及以下版本中,CCAnimation中可以使用animationWithName,但在1.0及以上版本中,此方法已经不能使用了,而是使用animationWithFrames替代,
CCAnimation animation = CCAnimation.animationWithFrames(list);
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:@"animationsFrames.plist"];
//左侧正常速度的播放
CCSprite*mySprite=[CCSprite spriteWithSpriteFrameName:@"himi1.png"];
mySprite.position=ccp(120,150);
[self addChild:mySprite];
CCAnimation*anim=[CCAnimation animationWithFrame:@"himi" frameCount:12 delay:0.1];
CCAnimate* animate = [CCAnimate actionWithAnimation:anim];
CCSequence *seq = [CCSequence actions:animate,nil];
CCRepeatForever* repeat = [CCRepeatForever actionWithAction:seq];
[mySprite runAction:repeat];
而 animationWithFrames的参数是一个NSArray类型的数据,所以要经过一些转换后才能实现,具体实现参照如下例子:
CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage:@"***.png"];
CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:texture rect:CGRectMake(0, 0, texture.contentSize.width, texture.contentSize.height)];
NSArray *array = [[NSArray alloc] initWithObjects:frame, nil];
CCAnimation *animation = [CCAnimation animationWithFrames:array delay:0.2f];
for(int i = 0; i < 3; i++)
{
int x = i % 3;
[animation addFrameWithTexture:mgr.texture rect:CGRectMake(x*32, 0, 31, 30)];
}
id action = [CCAnimate actionWithAnimation:animation];
[flight runAction:[CCRepeatForever actionWithAction:action]];
此处的fight是CCSprite类型的变量
附:c++风格代码
CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage(@"Animation\AndyBogard_by_SWP");
CCSpriteFrame fame0 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 0, 48 * 0, 32, 48));
CCSpriteFrame fame1 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 1, 48 * 0, 32, 48));
CCSpriteFrame fame2 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 2, 48 * 0, 32, 48));
CCSpriteFrame fame3 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 3, 48 * 0, 32, 48));
List<CCSpriteFrame> list = new List<CCSpriteFrame>();
list.Add(fame0);
list.Add(fame1);
list.Add(fame2);
list.Add(fame3);
CCAnimation animation = CCAnimation.animationWithFrames(list);
CCSprite sprite = CCSprite.spriteWithSpriteFrame(fame0);
sprite.position = new CCPoint(200, 200);
addChild(sprite);
CCAnimate animate = CCAnimate.actionWithAnimation(animation);
animate.duration = 0.5f;
sprite.runAction(CCRepeatForever.actionWithAction(animate));
cocos2d-x for xna 学习笔记01:基本动画实现
基于cocos2d-x的动画都是采用了Action的方式来实现,这样做的导致了实现一个简单的动画就要写比较多的代码。在实际项目和开发中,可能需要我们自己去封装。
下面介绍一下,怎么在cocos2d-x for xna 中实现一个基本的动画。我准备一张动画源图,如下:
新建一个helloworld项目后,把图片加入到项目资源中。
在init()函数加入以下代码
#region 简单动画测试
CCTexture2D texture = CCTextureCache.sharedTextureCache().addImage(@"Animation\AndyBogard_by_SWP");
CCSpriteFrame fame0 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 0, 48 * 0, 32, 48));
CCSpriteFrame fame1 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 1, 48 * 0, 32, 48));
CCSpriteFrame fame2 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 2, 48 * 0, 32, 48));
CCSpriteFrame fame3 = CCSpriteFrame.frameWithTexture(texture, new CCRect(32 * 3, 48 * 0, 32, 48));
List<CCSpriteFrame> list = new List<CCSpriteFrame>();
list.Add(fame0);
list.Add(fame1);
list.Add(fame2);
list.Add(fame3);
CCAnimation animation = CCAnimation.animationWithFrames(list);
CCSprite sprite = CCSprite.spriteWithSpriteFrame(fame0);
sprite.position = new CCPoint(200, 200);
addChild(sprite);
CCAnimate animate = CCAnimate.actionWithAnimation(animation);
animate.duration = 0.5f;
sprite.runAction(CCRepeatForever.actionWithAction(animate));
#endregion
编辑运行就可以见到效果了。
简单过程是,使用CCTexture2D加载图片 ,用CCTexture2D生成对应的CCSpriteFrame(对应的就是帧),将CCSpriteFrame添加到CCAnimation生成动画数据,用CCAnimation生成CCAnimate(就是最终的动画动作),最后用CCSprite执行这个动作。