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Cocos2d-x 与Cocosbuilder结合使用的一些技巧

2014-10-27 13:48 489 查看
转自:http://jetion.diandian.com/post/2012-12-04/40047798280,感谢作者分享

1. 使用Cocosbuilder制作帧动画,Publish的时候崩溃了。

解决方法如下:File -> projectsetting -> 取消选择 flatten paths when publishing

2. 使用Cocosbuilder制作完骨骼动画后,和Cocos2d-x中的Action结合,发现action只运行极短的时间就停止了。

解决方法:

其实这是因为在Cocosbuilder中设置了loop动画,在CCBAnimationManager中,当一次动画执行完毕后,它会执行stopAllAction(),而这个时候,我们的action还没有执行完毕,如果你的action的时间 > 运行一次Cocosbuilder动画的时间,就会出现这种情况。这时候我们只要稍微改一下原CCBAnimationManager中的runAniamtions()代码即可,如下:
void CCBAnimationManager::runAnimations(int nSeqId, float fTweenDuration)
{
CCAssert(nSeqId != -1, "Sequence id couldn't be found");

mRootNode->stopActionByTag(100);

CCDictElement* pElement = NULL;
CCDICT_FOREACH(mNodeSequences, pElement)
{
CCNode *node = (CCNode*)pElement->getIntKey();
node->stopAllActions();

// Refer to CCBReader::readKeyframe() for the real type of value
CCDictionary *seqs = (CCDictionary*)pElement->getObject();
CCDictionary *seqNodeProps = (CCDictionary*)seqs->objectForKey(nSeqId);

set<string> seqNodePropNames;

if (seqNodeProps)
{
// Reset nodes that have sequence node properties, and run actions on them
CCDictElement* pElement1 = NULL;
CCDICT_FOREACH(seqNodeProps, pElement1)
{
const char *propName = pElement1->getStrKey();
CCBSequenceProperty *seqProp = (CCBSequenceProperty*)seqNodeProps->objectForKey(propName);
seqNodePropNames.insert(propName);

setFirstFrame(node, seqProp, fTweenDuration);
runAction(node, seqProp, fTweenDuration);
}
}

// Reset the nodes that may have been changed by other timelines
CCDictionary *nodeBaseValues = (CCDictionary*)mBaseValues->objectForKey(pElement->getIntKey());
if (nodeBaseValues)
{
CCDictElement* pElement2 = NULL;
CCDICT_FOREACH(nodeBaseValues, pElement2)
{
if (seqNodePropNames.find(pElement2->getStrKey()) == seqNodePropNames.end())
{
CCObject *value = pElement2->getObject();

if (value)
{
setAnimatedProperty(pElement2->getStrKey(), node, value, fTweenDuration);
}
}
}
}
}

// Make callback at end of sequence
CCBSequence *seq = getSequence(nSeqId);
CCAction *completeAction = CCSequence::createWithTwoActions(CCDelayTime::create(seq->getDuration() + fTweenDuration),
CCCallFunc::create(this, callfunc_selector(CCBAnimationManager::sequenceCompleted)));
completeAction->setTag(100);
mRootNode->runAction(completeAction);

// Set the running scene
mRunningSequence = getSequence(nSeqId);

}


第6行和第59行为添加的代码。

3. 给精灵添加发光的效果

在CCSprite右边的编辑窗口有一个Blend的设置项,我们只要选择下面的Additive即可实现发光效果; 手动设置Blend src为one- dst color,Blend dst为one, 可以去掉精灵的Alpha通道,这在去除某些黑色背景图片有不错的效果。

4.使用Cocosbuilder中的Visible动画时报错

这里要注意,是动画中的Visible,然后设置该动画为AutoRun,运行它就报错,报错内容如下:



但是如果你没设置AutoRun,而是手动的触发它,并不会报错。

暂时不知道为什么会出现这种情况,你可以灵活的使用opacity来代替显示隐藏的功能。

未完待续。。。

另外篇博客:

这样可以解决根节点的动画与2dx的action同时运作,但是无法解决子节点的问题。

完整的修改方案还需要增加这个部分的修改

[cpp] view
plaincopy

void CCBAnimationManager::runAction(CCNode *pNode, CCBSequenceProperty *pSeqProp, float fTweenDuration)

{

CCArray *keyframes = pSeqProp->getKeyframes();

int numKeyframes = keyframes->count();

if (numKeyframes > 1)

{

// Make an animation!

CCArray *actions = CCArray::create();

CCBKeyframe *keyframeFirst = (CCBKeyframe*)keyframes->objectAtIndex(0);

float timeFirst = keyframeFirst->getTime() + fTweenDuration;

if (timeFirst > 0)

{

actions->addObject(CCDelayTime::create(timeFirst));

}

for (int i = 0; i < numKeyframes - 1; ++i)

{

CCBKeyframe *kf0 = (CCBKeyframe*)keyframes->objectAtIndex(i);

CCBKeyframe *kf1 = (CCBKeyframe*)keyframes->objectAtIndex(i+1);

CCActionInterval *action = getAction(kf0, kf1, pSeqProp->getName(), pNode);

if (action)

{

// Apply easing

action = getEaseAction(action, kf0->getEasingType(), kf0->getEasingOpt());

actions->addObject(action);

}

}

CCFiniteTimeAction *seq = CCSequence::create(actions);

// 修改

const int childActionTag = 200;

seq->setTag(childActionTag);

pNode->runAction(seq);

}

}

以及

[cpp] view
plaincopy

void CCBAnimationManager::runAnimationsForSequenceIdTweenDuration(int nSeqId, float fTweenDuration)

{

CCAssert(nSeqId != -1, "Sequence id couldn't be found");

// 修改部分

const int currentActionTag = 1000;

mRootNode->stopActionByTag(currentActionTag);

//mRootNode->stopAllActions();

CCDictElement* pElement = NULL;

CCDICT_FOREACH(mNodeSequences, pElement)

{

CCNode *node = (CCNode*)pElement->getIntKey();

// 修改部分

const int childActionTag = 200;

node->stopActionByTag(childActionTag);

//node->stopAllActions();

// Refer to CCBReader::readKeyframe() for the real type of value

CCDictionary *seqs = (CCDictionary*)pElement->getObject();

CCDictionary *seqNodeProps = (CCDictionary*)seqs->objectForKey(nSeqId);

set<string> seqNodePropNames;

if (seqNodeProps)

{

// Reset nodes that have sequence node properties, and run actions on them

CCDictElement* pElement1 = NULL;

CCDICT_FOREACH(seqNodeProps, pElement1)

{

const char *propName = pElement1->getStrKey();

CCBSequenceProperty *seqProp = (CCBSequenceProperty*)seqNodeProps->objectForKey(propName);

seqNodePropNames.insert(propName);

setFirstFrame(node, seqProp, fTweenDuration);

runAction(node, seqProp, fTweenDuration);

}

}

// Reset the nodes that may have been changed by other timelines

CCDictionary *nodeBaseValues = (CCDictionary*)mBaseValues->objectForKey(pElement->getIntKey());

if (nodeBaseValues)

{

CCDictElement* pElement2 = NULL;

CCDICT_FOREACH(nodeBaseValues, pElement2)

{

if (seqNodePropNames.find(pElement2->getStrKey()) == seqNodePropNames.end())

{

CCObject *value = pElement2->getObject();

if (value)

{

setAnimatedProperty(pElement2->getStrKey(), node, value, fTweenDuration);

}

}

}

}

}

// Make callback at end of sequence

CCBSequence *seq = getSequence(nSeqId);

CCAction *completeAction = CCSequence::createWithTwoActions(CCDelayTime::create(seq->getDuration() + fTweenDuration),

CCCallFunc::create(this, callfunc_selector(CCBAnimationManager::sequenceCompleted)));

// 修改部分

completeAction->setTag(currentActionTag);

mRootNode->runAction(completeAction);

// Set the running scene

if(seq->getCallbackChannel() != NULL) {

CCAction* action = (CCAction *)actionForCallbackChannel(seq->getCallbackChannel());

if(action != NULL) {

mRootNode->runAction(action);

}

}

if(seq->getSoundChannel() != NULL) {

CCAction* action = (CCAction *)actionForSoundChannel(seq->getSoundChannel());

if(action != NULL) {

mRootNode->runAction(action);

}

}

mRunningSequence = getSequence(nSeqId);

}
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