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Quick Cocos2dx 与 DragonBones
照着官方的例子试验了一下DragonBone的使用,代码如下:
1 local AnotherScene = class("AnotherScene", function() 2 return display.newScene("AnotherScene") 3 end) 4 5 function AnotherScene:ctor() 6 self.curBehaviorId = 1; 7 self.layer = display.newLayer() 8 self:addChild(self.layer) 9 self.layer:setTouchEnabled(true)10 self.behaviors = {"anim_walk","anim_eat","anim_placeladder","anim_idle","anim_ladderwalk","anim_laddereat","anim_death"};11 end12 13 function AnotherScene:onTouch(event, x, y)14 print("Touched at %d %d",x,y)15 self.curBehaviorId = self.curBehaviorId + 1;16 if self.curBehaviorId > #self.behaviors then17 self.curBehaviorId = 1;18 end19 print("Now playing ", self.curBehaviorId , #self.behaviors, self.behaviors[self.curBehaviorId])20 self.animation:play(self.behaviors[self.curBehaviorId])21 end22 23 function AnotherScene:onEnter()24 self.bg = display.newSprite("battle.png",display.cx, display.cy)25 self.layer:addChild(self.bg)26 ui.newTTFLabel({text = "AnotherScene", size = 64, align = ui.TEXT_ALIGN_CENTER})27 :pos(display.cx, display.cy)28 :addTo(self.layer)29 30 local manager = CCArmatureDataManager:sharedArmatureDataManager()31 manager:addArmatureFileInfo("Zombie.png","Zombie.plist","Zombie.xml")32 local zombie = CCNodeExtend.extend(CCArmature:create("Zombie_ladder"))33 zombie:connectMovementEventSignal(function(__evtType, __moveId)34 echoInfo("movement, evtType: %d, moveId: %s", __evtType, __moveId)35 end)36 self.animation = zombie:getAnimation()37 self.animation:setAnimationScale(0.5)38 self.animation:play("anim_walk")39 zombie:setPosition(display.cx, display.cy)40 self.layer:addChild(zombie)41 self.layer:addTouchEventListener(function(event,x,y)42 return self:onTouch(event, x,y)43 end) 44 self.layer:setTouchEnabled(true)45 end46 return AnotherScene
结果如下:
再次吐槽一下,
虽然看过一遍lua的程序设计,
但是lua写起来真的是很蛋疼,
或者是我写的太差了吧。
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