动画在游戏中是很常见的
程序1:创建一个简单的动画
首先须要在project文件夹下的Resource文件夹中放一张有各种不同动作的图片
在程序中加入以下的代码
#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
//第一个參数:纹理
//第二个參数:矩形
CCSpriteFrame* frame = CCSpriteFrame::createWithTexture(texture, //第一个參数:矩形的x坐标
//第二个參数:矩形的y坐标
//第三个參数:矩形的宽度
//第四个參数:矩形的高度
CCRect(i*18, 0, 18, 32)); arr->addObject(frame);
} //使用精灵帧创建动画
//第一个參数:数组
//第二个參数: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;
}
运行结果:
程序2:有plist文件的动画载入
首先须要在project文件夹下的Resource文件夹中放一张有各种不同动作的图片和一个plist文件
plist格式的文件实际上是一个XML文件,文件里的内容
<?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文件的动画载入
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(); //加入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); //将图片加入到精灵帧中
CCSpriteFrame* frame = frameCache->spriteFrameByName(key); //将精灵帧加入到数组中
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;
}
运行结果:
程序3:通过鼠标实现动画切换
首先创建一个Animation类
在AnimationPreload.h中加入以下代码
#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中加入以下的代码
#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(); //获取窗体的大小
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)); //将精灵帧加入到数组中
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文件的动画载入 **/ //创建精灵帧缓存
CCSpriteFrameCache* frameCache = CCSpriteFrameCache::sharedSpriteFrameCache(); //创建数组
arr = CCArray::create(); //将plist文件加入到精灵帧缓存中
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); //将图片加入到精灵帧中
CCSpriteFrame* frame = frameCache->spriteFrameByName(key); //将精灵帧加入到数组中
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;
}
运行结果: