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Cocos2d-x初入学堂(四)->CCSprite动画

2012-11-03 
Cocos2d-x初入学堂(4)--CCSprite动画欢迎转载!转载时请注明出处:http://blog.csdn.net/aa4790139/article

Cocos2d-x初入学堂(4)-->CCSprite动画

欢迎转载!转载时请注明出处:http://blog.csdn.net/aa4790139/article/details/8108960

帧动画是我们见得最多的,电视、电影等,如果印象深刻的话,小时候的那种老款照相机的胶卷...大小相同的一张一张的底片....哈哈!其实如果对游戏要求不高,游戏的图片也不多,咋们就可以采用这种方式来制作动画,不过好游戏一般都不是这样做的....那是什么呢?...动作编辑器,先讲讲最基础的制作动画方式(其实利用动作编辑器,其实也是切割图片,如果还没有接触过动作编辑器的,可以学着用下SpriteX)...好了,就此开始吧!

1、先用texturePacker制作我们的素材

找一组动画图片,我直接test里面那个大叔的一组图片...

由于用直接用test里面的图片有点问题,所以我直接把组图,用ps切出每帧然后导出,然后用texturePacker打包,导出role.plist和role.png

2、上传代码:...老样子(我没有新建工程,直接用的原来的工程)

看一下我的目录:

Cocos2d-x初入学堂(四)->CCSprite动画

红色框出来的就是我基于上讲工程新添加的文件:(因为我特别怕乱,所以单独创建和场景和层)

ActionScene.h

#pragma once#include "cocos2d.h"using namespace cocos2d;class ActionScene :public CCScene{public:ActionScene(void);~ActionScene(void);static CCScene* scene();};


ActionScen.cpp

#include "ActionScene.h"#include "ActionLayer.h"ActionScene::ActionScene(void){}ActionScene::~ActionScene(void){}CCScene* ActionScene::scene(){CCScene* scene=CCScene::create();CCLayer* layer=ActionLayer::layer(0);scene->addChild(layer);scene->scheduleUpdate();return scene;}


ActionLayer.h

#pragma once#include "cocos2d.h"using namespace cocos2d;enum{ACTION_ANIMATION_LAYER=0};class ActionLayer :public CCLayer{public:ActionLayer(void);~ActionLayer(void);static CCLayer* layer(int id);protected:CCSprite* grossini;};


ActionLayer.cpp

#include "ActionLayer.h"#include "ActionAnimationLayer.h"ActionLayer::ActionLayer(void){}ActionLayer::~ActionLayer(void){}CCLayer* ActionLayer::layer(int id){CCLayer* pLayer=NULL;switch(id){case ACTION_ANIMATION_LAYER:pLayer=new ActionAnimationLayer();break;}return pLayer;}

ActionAnimationLayer.h

#pragma once#include "actionlayer.h"class ActionAnimationLayer :public ActionLayer{public:ActionAnimationLayer(void);~ActionAnimationLayer(void);virtual void onEnter();void frameAnimation(CCSpriteFrameCache *cache);void jumpAnimation();void fadeAnimation();void sequenceAnimation(CCSize s);void followAnimation(CCSize s);};

ActionAnimationLayer.cpp

#include "ActionAnimationLayer.h"ActionAnimationLayer::ActionAnimationLayer(void){}ActionAnimationLayer::~ActionAnimationLayer(void){}void ActionAnimationLayer::onEnter(){//【注意:】此句话千万不要漏了,漏了是不会有动画效果的,底层包含了动画的刷新,//我就是这个地方啊!搞得我多搞了几个小时,还好这个工程熟悉了一下底层的代码CCLayer::onEnter();CCSize s=CCDirector::sharedDirector()->getWinSize();CCSpriteFrameCache *cache=CCSpriteFrameCache::sharedSpriteFrameCache();cache->addSpriteFramesWithFile("role.plist","role.png");grossini=CCSprite::spriteWithSpriteFrameName("role2.png");grossini->setPosition(ccp(s.width/2,s.height/2));this->addChild(grossini);//播放帧动画//this->frameAnimation(cache);//播放跳动画//this->jumpAnimation();//浅入浅出//this->fadeAnimation();//组动画:move+rotate//this->sequenceAnimation(s);//拉屏幕效果this->followAnimation(s);}void ActionAnimationLayer::frameAnimation(CCSpriteFrameCache *cache){//第一种方式:CCAnimation* animation = CCAnimation::create();    for( int i=1;i<5;i++)    {        char szName[100] = {0};        sprintf(szName, "role%1d.png", i);        //animation->addSpriteFrameWithFileName(szName);animation->addSpriteFrame(cache->spriteFrameByName(szName));    }    // 每针停留2.8/14f秒    animation->setDelayPerUnit(2.8f / 14.0f);//设置恢复初始针    animation->setRestoreOriginalFrame(true);//设置循环次数animation->setLoops(4);//创建动画    CCAnimate* action = CCAnimate::create(animation);//运行动画    grossini->runAction(CCSequence::create(action, action->reverse(), NULL));//第二种方式:/*CCArray* animFrames=CCArray::create(4);char str[100]={0};for(int i=1;i<5;i++){sprintf(str, "role%1d.png", i);CCSpriteFrame* frame=cache2->spriteFrameByName(str);animFrames->addObject(frame);} CCAnimation* animation = CCAnimation::create(animFrames,0.3f); grossini->runAction(CCRepeatForever::create(CCAnimate::create(animation)));*/}void ActionAnimationLayer::jumpAnimation(){//参数说明:时间秒,移动点,高度,步数CCActionInterval*  actionTo = CCJumpTo::create(2, CCPointMake(300,300), 50, 4);    CCActionInterval*  actionBy = CCJumpBy::create(2, CCPointMake(300,0), 50, 4);    CCActionInterval*  actionByBack = actionBy->reverse();//让动作回到actionBy之前的地方    grossini->runAction( actionTo);    grossini->runAction( CCSequence::create(actionBy, actionByBack, NULL));}void ActionAnimationLayer::fadeAnimation(){grossini->setOpacity(0);//设置透明度0为完全透明,1不透明    CCActionInterval*  action1 = CCFadeIn::create(1.0f);    CCActionInterval*  action1Back = action1->reverse();//同上    grossini->runAction( CCSequence::create( action1, action1Back, NULL));}void ActionAnimationLayer::sequenceAnimation(CCSize s){grossini->setPosition(ccp(60, s.height/2));//移动到(240,0)然后旋转540度    CCFiniteTimeAction*  action = CCSequence::create(        CCMoveBy::create( 2, CCPointMake(240,0)),        CCRotateBy::create( 2,  540),        NULL);    grossini->runAction(action);}void ActionAnimationLayer::followAnimation(CCSize s){//这个效果我喜欢,以后游戏中可以用到...grossini->setPosition(CCPointMake(-200, s.height / 2));    CCActionInterval* move= CCMoveBy::create(2, CCPointMake(s.width * 3, 0));    CCActionInterval* move_back = move->reverse();    CCFiniteTimeAction* seq = CCSequence::create(move, move_back, NULL);//来回移动    CCAction* rep = CCRepeatForever::create((CCActionInterval*)seq);//设置成永远循环    grossini->runAction(rep);    this->runAction(CCFollow::create(grossini, CCRectMake(0, 0, s.width * 2 - 100, s.height)));//设定一个拉动层区域动画}


帧动画,跳动画,组合动画,浅入浅出动画,拉屏幕动画,对于这些了解了,然后如果还有其他需求,相对就简单很多了.好了。明天讲menu,Label等,也就是游戏常用的一些ui...
如果讲述得有误,或者不对的地方,还望各位指出! 

源码下载地址:http://download.csdn.net/detail/aa4790139/4684154

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