手动添加的方法须要将每一帧要显示的精灵有序添加到Animation类中,并设置每帧的播放时间,让动画可以匀速播放。另外,还要经过setRestoreOriginalFrame来设置是否在动画播放结束后恢复到第一帧。建立好Animation实例后,须要建立一个Animate实例来播放序列帧动画。 缓存
CCAnimation *animation = CCAnimation::create(); for (int i = 1; i <= 4; i++) { char szName[100] = {0}; sprintf(szName, "an1_anim%d.png", i); animation->addSpriteFrameWithFileName(szName); } animation->setDelayPerUnit(2.8f/14.0f); animation->setRestoreOriginalFrame(true); CCAnimate *action = CCAnimate::create(animation); CCSprite *sprite = CCSprite::create("an1_anim1.png"); sprite->setPosition(ccp(100, 100)); this->addChild(sprite); sprite->runAction(action);
在建立Animation实例时会用到如下几个接口: oop
/*加载图片帧到缓存池*/ CCSpriteFrameCache *frameCache = CCSpriteFrameCache::sharedSpriteFrameCache(); //3.x版本得到缓存池方法以下 //SpriteFrameCache *frameCache = SpriteFrameCache::getInstance(); frameCache->addSpriteFramesWithFile("scene1atlasiPhone.plist"); hero = CCSprite::createWithSpriteFrameName("sv_anim_10.png"); hero->setPosition(ccp(100, 100)); this->addChild(hero); int iFrameNum = 15; CCSpriteFrame *frame = NULL; CCArray *frameArray = CCArray::create(); /*用一个列表保存全部CCSpriteFrame对象*/ for (int i = 10; i <= 29; i++) { frame = frameCache->spriteFrameByName(CCString::createWithFormat("sv_anim_%d.png", i)->getCString()); frameArray->addObject(frame); } /*使用CCSpriteFrame列表建立动画对象*/ CCAnimation *animation = CCAnimation::createWithSpriteFrames(frameArray); animation->setLoops(-1); animation->setDelayPerUnit(0.1f); CCAnimate *action = CCAnimate::create(animation); hero->runAction(action); /*从缓存池中获取CCSpriteFrame对象*/