cocos2dx使用cocostudio导出的animation
2014-06-18 17:57
399 查看
local ui
local function createLayerUI()
if not ui then
ui=cc.Layer:create();
createLayerUI=nil;
end
return ui;
end
local sc
local function createLayerScene()
if not sc then
sc=cc.Layer:create();
createLayerScene=nil;
end
return sc;
end
local entity
local function createLayerEntity()
if not entity then
entity=cc.Layer:create();
createLayerEntity=nil;
end
return entity;
end
cc.FileUtils:getInstance():addSearchPath("res")
local sceneGame=cc.Scene:create()
sceneGame:addChild(createLayerUI())
cc.Director:getInstance():runWithScene(sceneGame)
--ui:addChild(ccs.GUIReader:shareReader():widgetFromJsonFile("res/SampleChangeEquip_1.json"))
print("format", tostring({}))
sceneGame:addChild(createLayerScene())
local node =ccs.SceneReader:getInstance():createNodeWithSceneFile("res/RPGGame.json")
sc:addChild(node)
node:setPosition(-200,-100)
sceneGame:addChild(createLayerEntity())
ccs.ArmatureDataManager:getInstance():addArmatureFileInfo("res/DemoPlayer.ExportJson");
local armature = ccs.Armature:create("DemoPlayer");
armature:setPosition(200, 200);
armature:setScaleX(0.2);
armature:setScaleY(0.2);
entity:addChild(armature);
armature:getAnimation():play("walk")
![](http://images.cnitblog.com/i/75709/201406/181755488792650.jpg)
local function createLayerUI()
if not ui then
ui=cc.Layer:create();
createLayerUI=nil;
end
return ui;
end
local sc
local function createLayerScene()
if not sc then
sc=cc.Layer:create();
createLayerScene=nil;
end
return sc;
end
local entity
local function createLayerEntity()
if not entity then
entity=cc.Layer:create();
createLayerEntity=nil;
end
return entity;
end
cc.FileUtils:getInstance():addSearchPath("res")
local sceneGame=cc.Scene:create()
sceneGame:addChild(createLayerUI())
cc.Director:getInstance():runWithScene(sceneGame)
--ui:addChild(ccs.GUIReader:shareReader():widgetFromJsonFile("res/SampleChangeEquip_1.json"))
print("format", tostring({}))
sceneGame:addChild(createLayerScene())
local node =ccs.SceneReader:getInstance():createNodeWithSceneFile("res/RPGGame.json")
sc:addChild(node)
node:setPosition(-200,-100)
sceneGame:addChild(createLayerEntity())
ccs.ArmatureDataManager:getInstance():addArmatureFileInfo("res/DemoPlayer.ExportJson");
local armature = ccs.Armature:create("DemoPlayer");
armature:setPosition(200, 200);
armature:setScaleX(0.2);
armature:setScaleY(0.2);
entity:addChild(armature);
armature:getAnimation():play("walk")
![](http://images.cnitblog.com/i/75709/201406/181755488792650.jpg)
![](http://images.cnitblog.com/i/75709/201406/181756383018914.jpg)
相关文章推荐
- cocos2dx 3.1 使用 cocostudio 导出动画文件 vs2012
- cocos2dx使用cocostudio导出的ui
- cocos2dx 3.1 使用 cocostudio 导出UI文件 vs2012
- Cocos2dx 使用Cocostudio导出文件支持.ttf格式字体
- CocoStudio使用笔记1:cocos2dx3.4加载CocoStudio导出的csb文件
- cocos2dx使用cocostudio导出的scene
- cocos2dx3.x加载使用cocostudio导出的UI项目
- Cocos2dx3.x 使用cocostudio导出的骨骼动画
- Cocos2dx之使用UI库结合cocostudio
- cocos2dx3.0加载cocostudio导出的json资源,包括加载UI和加载场景
- cocos2dx lua 加载cocostudio 导出场景
- cocos2dx 3.0 使用cocostudio的UI动画(ActionManagerEx&&ActionObject)的bug修复
- cocos2dx 3.0 简单使用 CocoStudio Animation Editor
- 【Cocos2dx】Cocostudio之数据编辑器使用
- cocos2dx3.x使用cocostudio触摸事件不响应的奇葩问题
- cocos2dx 2.2.2 cocostudio 数据编辑器导出的.json文件读取 解析
- Cocos2dx之使用UI库结合cocostudio
- 自己封装的cocos2dx中封装pomelo并导出给javascript使用
- cocos2dx中注册导出c++函数供lua调用(使用tolua++)
- cocos2dx项目中使用cocostudio ui编辑器的导出文件