cocos2d-x lua 帧动画

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1,为了在游戏中流畅的播放帧动画 在进入场景时先缓存动画帧 。当播放动画时 就不用每次都要重新加载动画帧 了,但是要在退出场景时要remove掉,减少内存消耗

--注册layer的 进入 退出事件
--进入场景时触发此函数
    local function onNodeEvent(event)
        if event == "exit" then
            self:onExit()
        elseif event == "enter" then
            self:onEnter()
        end
    end
    self:registerScriptHandler(onNodeEvent)

--在进入场景时缓存动画帧
function GameViewLayer:onEnter()
    print("... GameViewLayer:onEnter ...")
    for i=0,5 do
        local name = string.format("operate_action/buhua_%d.png",i)
        local sp = cc.Sprite:create(name)
        cc.SpriteFrameCache:getInstance():addSpriteFrame(sp:getSpriteFrame(),name)
    end
end


--播放动画帧
function GameViewLayer:showBuxi(viewId)
     local frames = {}
  --读取缓存帧到 frames
    for i=1,5 do
        local name = string.format("operate_action/buhua_%d.png",i)
        frames[i] = 
        cc.SpriteFrameCache:getInstance():getSpriteFrame(name)
    end
          --创建Animation (帧table,播放间隔 )
    local animation = cc.Animation:createWithSpriteFrames(frames, 0.06)
          --创建Animate
    local animate = cc.Animate:create(animation)        
        display.newSprite(animation[1])
        :move(0, 90)
        :runAction(animate)
end
  -- 退出场景时删除动画缓存帧
function GameViewLayer:onExit()
    print("GameViewLayer onExit")
  
    for i=0,5 do
        local name = string.format("operate_action/buhua_%d.png",i)
        cc.SpriteFrameCache:getInstance():removeSpriteFrameByName(name)
    end

end


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