标签:cocos2d-x3.3beta0 动画 animation
渲染效率低,浪费资源,不推荐用该方法。代码如下:注:代码只需贴到HelloWorldScene.cpp中即可。
//First,单独渲染每一个精灵帧 auto sprite = Sprite::create("grossini_dance_01.png"); sprite->setPosition(Vec2(visibleSize.width/2,visibleSize.height/4*3)); addChild(sprite); auto animation = Animation::create(); char strName[50] = {0}; for(int i = 1; i <= 14; i++) { sprintf(strName, "grossini_dance_%02d.png",i); animation->addSpriteFrameWithFile(strName);//将所有的精灵加载到animation } animation->setDelayPerUnit(3.0f / 14);//3秒内播放14帧动画 animation->setRestoreOriginalFrame(true);//重头开始播放 sprite->runAction(RepeatForever::create(Animate::create(animation)));//执行动作
效率和资源有提高,但是使用Rect截取精灵对象不方便。代码如下:
//Second,一次渲染 auto textTure = Director::getInstance()->getTextureCache()->addImage("dragon_animation.png"); SpriteFrame* frame0 = SpriteFrame::createWithTexture(textTure, Rect(132*0,132*0,132,200));//截取精灵帧 SpriteFrame* frame1 = SpriteFrame::createWithTexture(textTure, Rect(132*1,132*0,132,200)); SpriteFrame* frame2 = SpriteFrame::createWithTexture(textTure, Rect(132*2,132*0,132,200)); SpriteFrame* frame3 = SpriteFrame::createWithTexture(textTure, Rect(132*3,132*0,132,200)); SpriteFrame* frame4 = SpriteFrame::createWithTexture(textTure, Rect(132*0,132*1,132,200)); SpriteFrame* frame5 = SpriteFrame::createWithTexture(textTure, Rect(132*1,132*1,132,200)); Vector<SpriteFrame*> arr;//加载精灵帧 arr.pushBack(frame0); arr.pushBack(frame1); arr.pushBack(frame2); arr.pushBack(frame3); arr.pushBack(frame4); arr.pushBack(frame5); auto sp = Sprite::createWithSpriteFrame(frame0);//用第一帧精灵对象,初始化精灵 sp->setPosition(Vec2(visibleSize.width/2,visibleSize.height/2)); addChild(sp); auto animation1 = Animation::createWithSpriteFrames(arr,0.2f);//执行动作 sp->runAction(RepeatForever::create(Animate::create(animation1)));
推荐使用该方法:1)打开TexturePacker工具,addSprite导入精灵对象;2)Data Format选择cocos2d;3)Texture format使用
//Third,first和second的集合,使用TexturePacker工具,将精灵对象打包 auto cache = SpriteFrameCache::getInstance(); cache->addSpriteFramesWithFile("animation.plist");//加载plist文件 auto sp1 = Sprite::createWithSpriteFrameName("grossini_dance_01.png");//使用第一帧精灵初始化对象,精灵对象的名字与plist中的名字一致 sp1->setPosition(Vec2(visibleSize.width/2,visibleSize.height/4)); addChild(sp1); Vector<SpriteFrame*> arr1; char str[50] = {0}; for(int i = 1; i <= 14; i++) { sprintf(str, "grossini_dance_%02d.png",i);//将精灵帧加载 auto frame = cache->getSpriteFrameByName(str); arr1.pushBack(frame); } //执行动作 auto animation2 = Animation::createWithSpriteFrames(arr1,0.1f); sp1->runAction(RepeatForever::create(Animate::create(animation2)));
标签:cocos2d-x3.3beta0 动画 animation
原文地址:http://blog.csdn.net/yuxikuo_1/article/details/39973435