使用 CCDelayTime 和 CCCallFunc
CCSprite *sprite = [CCSprite spriteWithFile:@"blabla.png"]; [layer addChild:sprite]; CCDelayTime* waitAction = [CCDelayTime actionWithDuration:3]; //等待3秒 CCCallFunc* vanishAction = [CCCallFunc actionWithTarget:self selector:@selector(removeSprite:)]; //调用removeSprite:方法 CCSequence* sequence = [CCSequence actions:waitAction, vanishAction, nil]; [sprite runAction:sequence]; // 在 removeSprite: 里 [sprite removeFromParentAndCleanup:YES];
2.0.9.6以后的动作
由于0.9.9.5以后没有spritesheet 了,但是之前的教程却都用这个方法,找了老半天,终于知道新版本的动画效果制作了:
CCSpriteBatchNode * spritesheet = [CCSpriteBatchNode batchNodeWithFile:@"bee.png"]; [self addChild:spritesheet]; for (int i = 0; i < 2; i++) { CCSpriteFrame* frame = [[CCSpriteFrame alloc] initWithTexture:spritesheet.texture rect:CGRectMake(i*38, 0, 37, 38)]; [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFrame:frame name:[NSString stringWithFormat:@"playerFrame%d", i]]; [frame release]; } SPBee = [[CCSprite alloc] initWithSpriteFrameName:[NSString stringWithFormat:@"playerFrame%d", 0]]; [spritesheet addChild:SPBee]; [SPBee release]; [SPBee setPosition:CGPointMake(260, winSize.height-305)]; NSMutableArray* animFrames = [NSMutableArray array]; for (int i = 0; i < 2; i++) { CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"playerFrame%d", i]]; [animFrames addObject:frame]; } CCAnimation *animation = [CCAnimation animationWithFrames:animFrames delay:0.2f]; [SPBee runAction:[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation restoreOriginalFrame:NO]]];