Cocos2d-x动画工具类
1.此工具类的目的是为了方便执行动画,使用TexturePackerGUI工具可以导出plist文件和png图片,这里我示例图片叫bxjg.plist和bxjg.png //////////////////////////////////////.h文件 #ifndef _AnimateUtil_H_ #define _AnimateUtil_H_ #include cocos2d.h us
1.此工具类的目的是为了方便执行动画,使用TexturePackerGUI工具可以导出plist文件和png图片,这里我示例图片叫bxjg.plist和bxjg.png
//////////////////////////////////////.h文件
#ifndef _AnimateUtil_H_
#define _AnimateUtil_H_#include "cocos2d.h"
using namespace cocos2d;
using namespace std;
class AnimateUtil//动画工具类
{
public:
//根据文件名字前缀创建动画对象 名称 播放的间隔 是否循环播放
static Animation * createWithSingleFrameName(const char * name, float delay, int Loops);
//根据文件名字前缀创建动画对象,指定动画图片数量 名称 图片数量 播放的间隔 是否循环播放
static Animation * createWithFrameNameAndNum(const char * name, int num, float delay, int Loops);
};
#endif
/////////////////////////////////.cpp文件
#include "AnimateUtil.h"
Animation * AnimateUtil::createWithSingleFrameName(const char * name, float delay, int Loops)
{
/*将图片加载到精灵帧缓冲池*/
SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();
Vector
SpriteFrame * frame = NULL;
int index = 1;//小图片数量
do
{
//从SpriteFrame缓冲池获取SpriteFrame对象
frame = frameCache->getSpriteFrameByName(StringUtils::format("%s%d.png", name, index++));
//不断获取spriteFrame对象,直到获取的值为NULL
if (frame == NULL)
{
break;
}
frameVec.pushBack(frame);
} while (true);
//使用SpiteFrame列表创建动画对象
Animation * animation = Animation::createWithSpriteFrames(frameVec);
animation->setLoops(Loops);//设置是否循环
animation->setRestoreOriginalFrame(true);
animation->setDelayPerUnit(delay);//设置动画间隙
return animation;
}
Animation * AnimateUtil::createWithFrameNameAndNum(const char * name, int num, float delay, int Loops)
{
SpriteFrameCache * frameCache = SpriteFrameCache::getInstance();
SpriteFrame * frame = NULL;
Vector
int index = 1;
for (int i = 1; i
{
frame = frameCache->getSpriteFrameByName(StringUtils::format("%s%d.png", name, index++));
if (frame ==NULL)
{
break;
}
frameVec.pushBack(frame);
}
Animation * animation = Animation::createWithSpriteFrames(frameVec);
animation->setLoops(Loops);
animation->setRestoreOriginalFrame(true);
animation->setDelayPerUnit(delay);
return animation;
}

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