CCSize s = CCDirector::sharedDirector()->getWinSize();
//载入动画所需纹理图片
CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("animations/dragon_animation.png");
// manually add frames to the frame cache// 切图获取每一帧
CCSpriteFrame *frame0 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*0, 132*0, 132, 132));
CCSpriteFrame *frame1 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*1, 132*0, 132, 132));
CCSpriteFrame *frame2 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*2, 132*0, 132, 132));
CCSpriteFrame *frame3 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*3, 132*0, 132, 132));
CCSpriteFrame *frame4 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*0, 132*1, 132, 132));
CCSpriteFrame *frame5 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*1, 132*1, 132, 132));
//
// Animation using Sprite BatchNode
//
CCSprite* sprite = CCSprite::createWithSpriteFrame(frame0);
sprite->setPosition( ccp( s.width/2-80, s.height/2) );
addChild(sprite);
CCArray* animFrames = CCArray::createWithCapacity(6);
animFrames->addObject(frame0);
animFrames->addObject(frame1);
animFrames->addObject(frame2);
animFrames->addObject(frame3);
animFrames->addObject(frame4);
animFrames->addObject(frame5);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.2f);//这里定义了每一帧,和动画的间隔时间
CCAnimate *animate = CCAnimate::create(animation);//这里创建了动画的Action
CCActionInterval* seq = (CCActionInterval*)(CCSequence::create( animate,
CCFlipX::create(true),
animate->copy()->autorelease(),
CCFlipX::create(false),
NULL) );
sprite->runAction(CCRepeatForever::create( seq ) );
/.//////////////////////////////////////////////////////////////////////////////////////////////////////////貌似很简单,可以在应用中用该方法加入各种特效
但真正游戏中的角色,NPC,需要做碰撞的内容最好还是用SpriteBatchNode 来管理每个Sprite 通过Schedule自定义编程的方式来实现运动和变化。