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Cocos2d-x3.3beta0创建动画的3种方式

1、单独载入精灵对象

渲染效率低,浪费资源,不推荐用该方法。代码例如以下:注:代码仅仅需贴到HelloWorldScene.cpp中就可以。
//First,单独渲染每个精灵帧
    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);//将全部的精灵载入到animation
    }
    
    animation->setDelayPerUnit(3.0f / 14);//3秒内播放14帧动画
    animation->setRestoreOriginalFrame(true);//重头開始播放
    sprite->runAction(RepeatForever::create(Animate::create(animation)));//运行动作

2、一次载入,使用精灵帧

效率和资源有提高,可是使用Rect截取精灵对象不方便。代码例如以下:
//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;//载入精灵帧
    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);//运行动作
    sp->runAction(RepeatForever::create(Animate::create(animation1)));

3、使用TexturePacker打包精灵对象。帧载入

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
PNG格式。Layout的Max Size W和H能够修改。可是尺寸是2的幂。4)Publish sprite sheet,打包。保存地址就是project的Resource就可以。代码例如以下:
//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");//载入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);//将精灵帧载入
        auto frame = cache->getSpriteFrameByName(str);
        arr1.pushBack(frame);
    }
    //运行动作
    auto animation2 = Animation::createWithSpriteFrames(arr1,0.1f);
    sp1->runAction(RepeatForever::create(Animate::create(animation2)));

4、效果图

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Cocos2d-x3.3beta0创建动画的3种方式