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cocos2dx中的动画以及TexturePacker使用

2015-09-09 15:49 477 查看
最近看到一篇文章,讲的是TexturePacker将图片打包,在cocos2dx中使用的一个教程,因为原作者使用的是cocos2dx-2.x的版本,所以在使用作者源代码写demo的时候,会有一些报错,因为环境更改的原因,只要修改几个小地方就可以实现了,在这里做个笔记,方便以后浏览和学习。

首先贴出原作者的帖子:http://my.oschina.net/chenleijava/blog/185420#printSource

使用这部分代码会有部分的报错,原因大概就是新版本将Vector换掉了原来的CCArray。所以只要支持一下就好了,贴出我修改后的代码,基本与源代码保持不变,只贴出init()这个函数里面的变动:

bool role::init()
{
bool bRet = false;
do
{
//-new-//
CCSize mysize = CCDirector::sharedDirector()->getWinSize();
//把role.plist加入缓存帧
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("role/role.plist");

//创建帧数组--数组来保存帧动画
Vector<SpriteFrame*> attackArray;
Vector<SpriteFrame*> attackArray2;
Vector<SpriteFrame*> runArray;
Vector<SpriteFrame*> walkArray;

for (int index = 1; index != 9; ++index)
{
//从缓存中获取精灵帧添加到数组中
CCLOG(CCString::createWithFormat("%s%d.png", "Img_Zhici", index)->getCString());
SpriteFrame* s = CCSpriteFrameCache::sharedSpriteFrameCache()->
spriteFrameByName(CCString::createWithFormat("%s%d.png", "Img_Zhici", index)->getCString());

attackArray.pushBack(s);
}
//Img_Zhn1.png
for (int i = 1; i != 17; ++i)
{
//从缓存中获取精灵帧添加到数组中
CCLOG(CCString::createWithFormat("%s%d.png", "Img_Zhn", i)->getCString());
attackArray2.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()->
spriteFrameByName(CCString::createWithFormat("%s%d.png", "Img_Zhn", i)->getCString()));
}
//run
for (int i = 1; i != 7; ++i)
{
CCLOG(CCString::createWithFormat("%s%d.png", "Img_ZRun", i)->getCString());
runArray.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()->
spriteFrameByName(CCString::createWithFormat("%s%d.png", "Img_ZRun", i)->getCString()));
}

//walk
for (int i = 1; i != 7; ++i){
CCString::createWithFormat("%s%d.png", "Img_Zwlak", i)->getCString();
walkArray.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(
CCString::createWithFormat("%s%d.png", "Img_Zwlak", i)->getCString()));
}

//创建攻击类型1 精灵
CCSpriteFrame* a = attackArray.front();

CCSprite * sp = CCSprite::createWithSpriteFrame(a);
sp->setPosition(ccp(mysize.width / 4, mysize.height / 3));
this->addChild(sp);

//创建攻击类型2精灵
CCSprite * standAttack = CCSprite::createWithSpriteFrame((CCSpriteFrame*)attackArray2.front());
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
standAttack->setPosition(ccp(visibleSize.width / 3, visibleSize.height / 3));
this->addChild(standAttack);

//通过数组中的第一个精灵帧 创建奔跑精灵
CCSprite *runsprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)runArray.front());
runsprite->setPosition(ccp(visibleSize.width / 2, visibleSize.height / 3));
this->addChild(runsprite);

CCSprite *walkSprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)walkArray.front());
walkSprite->setPosition(ccp(visibleSize.width / 1.5, visibleSize.height / 3));
this->addChild(walkSprite);

//创建动画
CCAnimation *animation1 = CCAnimation::createWithSpriteFrames(attackArray, 0.1f);
CCAnimate *attack1 = CCAnimate::create(animation1);

CCAnimation * standAnimation = CCAnimation::createWithSpriteFrames(attackArray2, 0.1f);
CCAnimate *standAnimate = CCAnimate::create(standAnimation);

CCAnimation * runAnimation = CCAnimation::createWithSpriteFrames(runArray, 0.1f);
CCAnimate *runAnimate = CCAnimate::create(runAnimation);

CCAnimation * walkAnimation = CCAnimation::createWithSpriteFrames(walkArray, 0.15f);
CCAnimate *walkAnimate = CCAnimate::create(walkAnimation);

//CCSequence动作序列容器 CCSpawn
CCSequence* pse1 = CCSequence::create(attack1, NULL);
CCSequence* pse2 = CCSequence::create(standAnimate, NULL);
CCSequence* pse3 = CCSequence::create(runAnimate, NULL);
CCSequence* pse4 = CCSequence::create(walkAnimate, NULL);

//执行动作 forerver
sp->runAction(CCRepeatForever::create(pse1));
standAttack->runAction(CCRepeatForever::create(pse2));
runsprite->runAction(CCRepeatForever::create(pse3));
walkSprite->runAction(CCRepeatForever::create(pse4));

CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("role/role.plist");
bRet = true;
} while (0);

return bRet;
}


有很多游戏公司也是用的这种方法来节省内存的使用,例如我从安卓版的《kingdom》游戏里面解出来的资源,格式非常的规范,一个png对应一个plist文件,随便找了个试试,结果不出所料,实现资源的加载。有兴趣的同学可以去试试。

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