Cocos2d-X使用CCAnimation创建动画

时间:2023-02-07 18:16:00

动画在游戏中是非常常见的


程序1:创建一个简单的动画

首先需要在工程目录下的Resource文件夹中放一张有各种不同动作的图片

Cocos2d-X使用CCAnimation创建动画


在程序中添加下面的代码

#include "Animation.h"

CCScene* Animation::scene()
{
CCScene* s = CCScene::create();

Animation* layer = Animation::create();

s->addChild(layer);

return s;
}

bool Animation::init()
{
CCLayer::init();

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

//创建精灵
CCSprite* sp = CCSprite::create();
sp->setPosition(ccp(winSize.width / 2, winSize.height / 2));
addChild(sp);

//精灵放大4倍
sp->setScale(4);

//创建纹理
CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("walkLeft.png");

//创建一个数组
CCArray* arr = CCArray::create();

//从纹理中扣了10帧frame,组成数组
for(int i = 0; i < 10; i++)
{
//使用纹理创建精灵帧
//第一个参数:纹理
//第二个参数:矩形
CCSpriteFrame* frame = CCSpriteFrame::createWithTexture(texture,

//第一个参数:矩形的x坐标
//第二个参数:矩形的y坐标
//第三个参数:矩形的宽度
//第四个参数:矩形的高度
CCRect(i*18, 0, 18, 32));

arr->addObject(frame);
}

//使用精灵帧创建动画
//第一个参数:数组
//第二个参数:动画的帧数(播放两张图片的间隔时间)
CCAnimation* animation = CCAnimation::createWithSpriteFrames(arr, 0.1f);
CCAnimate* animate = CCAnimate::create(animation);

//播放动画
//CCRepeatForever::create动画播放无限次
sp->runAction(CCRepeatForever::create(animate));

return true;
}


执行结果:

Cocos2d-X使用CCAnimation创建动画


程序2:有plist文件的动画加载

首先需要在工程目录下的Resource文件夹中放一张有各种不同动作的图片和一个plist文件

Cocos2d-X使用CCAnimation创建动画

                        

plist格式的文件实际上是一个XML文件,文件中的内容

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>frames</key>
<dict>
<key>Boom_1.png</key>
<dict>
<key>frame</key>
<string>{{204,305},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_10.png</key>
<dict>
<key>frame</key>
<string>{{103,307},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_11.png</key>
<dict>
<key>frame</key>
<string>{{103,206},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_12.png</key>
<dict>
<key>frame</key>
<string>{{105,2},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_13.png</key>
<dict>
<key>frame</key>
<string>{{103,105},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_14.png</key>
<dict>
<key>frame</key>
<string>{{2,2},{101,101}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{101,101}}</string>
<key>sourceSize</key>
<string>{101,101}</string>
</dict>
<key>Boom_15.png</key>
<dict>
<key>frame</key>
<string>{{2,408},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_16.png</key>
<dict>
<key>frame</key>
<string>{{2,307},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_17.png</key>
<dict>
<key>frame</key>
<string>{{2,206},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_18.png</key>
<dict>
<key>frame</key>
<string>{{2,105},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_2.png</key>
<dict>
<key>frame</key>
<string>{{204,204},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_3.png</key>
<dict>
<key>frame</key>
<string>{{406,103},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_4.png</key>
<dict>
<key>frame</key>
<string>{{305,103},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_5.png</key>
<dict>
<key>frame</key>
<string>{{204,103},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_6.png</key>
<dict>
<key>frame</key>
<string>{{408,2},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_7.png</key>
<dict>
<key>frame</key>
<string>{{307,2},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_8.png</key>
<dict>
<key>frame</key>
<string>{{206,2},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
<key>Boom_9.png</key>
<dict>
<key>frame</key>
<string>{{103,408},{99,99}}</string>
<key>offset</key>
<string>{0,0}</string>
<key>rotated</key>
<false/>
<key>sourceColorRect</key>
<string>{{0,0},{99,99}}</string>
<key>sourceSize</key>
<string>{99,99}</string>
</dict>
</dict>
<key>metadata</key>
<dict>
<key>format</key>
<integer>2</integer>
<key>realTextureFileName</key>
<string>PFBoom.png</string>
<key>size</key>
<string>{512,512}</string>
<key>textureFileName</key>
<string>PFBoom.png</string>
</dict>
</dict>
</plist>

程序代码:

#include "Animation.h"

CCScene* Animation::scene()
{
CCScene* s = CCScene::create();

Animation* layer = Animation::create();

s->addChild(layer);

return s;
}

//有plist文件的动画加载
bool Animation::init()
{
CCLayer::init();

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

//创建精灵
CCSprite* sp = CCSprite::create();
sp->setPosition(ccp(winSize.width / 2, winSize.height / 2));
addChild(sp);

//精灵放大4倍
sp->setScale(4);


//创建精灵帧缓存
CCSpriteFrameCache* frameCache = CCSpriteFrameCache::sharedSpriteFrameCache();

//创建数组
CCArray* arr = CCArray::create();

//添加Plist文件
frameCache->addSpriteFramesWithFile("PFBoom.plist");

for (int i = 1; i <= 18; i++)
{
char key[128];

//通过名字获取精灵帧所在的图片
sprintf(key, "Boom_%d.png", i);

//将图片添加到精灵帧中
CCSpriteFrame* frame = frameCache->spriteFrameByName(key);

//将精灵帧添加到数组中
arr->addObject(frame);
}

//使用数组创建动画
CCAnimation* animation = CCAnimation::createWithSpriteFrames(arr, 0.1f);
CCAnimate* animate = CCAnimate::create(animation);

//动画消失
CCCallFunc* callfunc = CCCallFunc::create(sp, callfunc_selector(CCSprite::removeFromParent));
CCSequence* seq = CCSequence::create(animate, callfunc, NULL);

//播放动画
sp->runAction(seq);

return true;
}

执行结果:

Cocos2d-X使用CCAnimation创建动画


程序3:通过鼠标实现动画切换

首先创建一个Animation类

在AnimationPreload.h中添加下面代码

#ifndef __AnimationPreload_H__
#define __AnimationPreload_H__

#include "cocos2d.h"
USING_NS_CC;

class AnimationPreload : public CCLayer
{
public:
static CCScene* scene();

bool init();

CREATE_FUNC(AnimationPreload);

bool ccTouchBegan(CCTouch*, CCEvent*);

CCSprite* sp;
};

#endif


在AnimationPreload.cpp中添加下面的代码

#include "AnimationPreload.h"

CCScene* AnimationPreload::scene()
{
CCScene* s = CCScene::create();

AnimationPreload* layer = AnimationPreload::create();

s->addChild(layer);

return s;
}

bool AnimationPreload::init()
{
//chushihu
CCLayer::init();

//获取窗口的大小
CCSize winSize = CCDirector::sharedDirector()->getWinSize();

//(创建纹理)从纹理里扣了10帧frame,组成数组
CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("walkLeft.png");

//创建数组
CCArray* arr = CCArray::create(); //retain

for (int i = 9; i >= 0; i--)
{
//创建精灵帧
CCSpriteFrame* frame = CCSpriteFrame::createWithTexture(texture,
CCRect(i*18, 0, 18, 32));

//将精灵帧添加到数组中
arr->addObject(frame);
}

// 通过数组创建动画
CCAnimation* animation = CCAnimation::createWithSpriteFrames(arr, 0.05f);

// 加入到缓存
CCAnimationCache::sharedAnimationCache()->addAnimation(animation, "MarioRun");


/***************************************************************/
/** 有plist文件的动画加载 **/

//创建精灵帧缓存
CCSpriteFrameCache* frameCache = CCSpriteFrameCache::sharedSpriteFrameCache();

//创建数组
arr = CCArray::create();

//将plist文件添加到精灵帧缓存中
frameCache->addSpriteFramesWithFile("PFBoom.plist");

for (int i = 1; i <= 18; i++)
{
char key[128];

//通过名字获取精灵帧所在的图片
sprintf(key, "Boom_%d.png", i);

//将图片添加到精灵帧中
CCSpriteFrame* frame = frameCache->spriteFrameByName(key);

//将精灵帧添加到数组中
arr->addObject(frame);
}

//创建动画
animation = CCAnimation::createWithSpriteFrames(arr, 0.1f);

// 加入到缓存
CCAnimationCache::sharedAnimationCache()->addAnimation(animation, "PlaneBOOM");

sp = CCSprite::create();
sp->setPosition(ccp(winSize.width / 2, winSize.height / 2));
addChild(sp);

//精灵方法4倍
sp->setScale(4);

// setTouch
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);

return true;
}

bool AnimationPreload::ccTouchBegan(CCTouch*, CCEvent*)
{
sp->stopAllActions();

static int i = 1;

if (i == 1)
{
sp->runAction(CCAnimate::create(
CCAnimationCache::sharedAnimationCache()->animationByName("PlaneBOOM")
));
}
else
{
sp->runAction(CCAnimate::create(
CCAnimationCache::sharedAnimationCache()->animationByName("MarioRun")
));
}

i = 1 - i;

return 0;
}


执行结果:

Cocos2d-X使用CCAnimation创建动画