Cocos2d-x入门: 序列帧动画实现

cocos2d-x 2.x   
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Splash.plist");
CCArray* splashFrames = CCArray::create();
    for (int i=1; i<=23; i++) {

        const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();
        CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(str);
        splashFrames->addObject(frame);
        
    }
    CCAnimation *splashAnim = CCAnimation::create();

    splashAnim = CCAnimation::createWithSpriteFrames(splashFrames, 0.02f);
    CCAnimation *splashAnim = CCAnimation::createWithSpriteFrames(splashFrames, 0.2);
    splashAnim->setLoops(1);
    CCAnimate *animate = CCAnimate::create(splashAnim);
    CCSprite* animSprite = CCSprite::createWithSpriteFrameName("Splash_0000.png");
    animSprite->runAction(animate);

或者:
CCAnimationCache* animationCache = CCAnimationCache::sharedAnimationCache();
animationCache->addAnimationsWithFile("dealer_smile_ani.plist");
CCAnimation* animation = animationCache->animationByName("dealer_smile_ani");
nimSprite->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCAnimate::create(animation), CCDelayTime::create(2.5f))));

Cocos2d-x 3.x
Vector splashFrames;
    for (int i=1; i<=23; i++) {

        const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();
        SpriteFrame* frame = cache->getSpriteFrameByName(str);
        splashFrames.pushBack(frame);
        
    }
    Animation *splashAnim = Animation::create();

    splashAnim = Animation::createWithSpriteFrames(splashFrames, 0.02f);

很明显,2.x与3.x的实现方式,最大的区别在于3.x用不定长的Vector来组织帧序列,相对更加灵活.

2.x的两种方式更加plist的不同类型区分:frame和animal类型。

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