Cocos2d-x入門: 序列幀動畫實現

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標籤:cocos2d-x入門 序列幀動畫實現   cocos2d-x入門   createwithspritefram   獨立開發人員er   

cocos2d-x 2.x   
CCArray* splashFrames = CCArray::createWithCapacity(16);    for (int i=1; i<=23; i++) {        const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();        CCSpriteFrame* frame = cache->spriteFrameByName(str);        splashFrames->addObject(frame);            }    CCAnimation *splashAnim = CCAnimation::create();    splashAnim = CCAnimation::createWithSpriteFrames(splashFrames, 0.02f);或者:CCAnimationCache* animationCache = CCAnimationCache::sharedAnimationCache();animationCache->addAnimationsWithFile("dealer_smile_ani.plist");CCAnimation* animation = animationCache->animationByName("dealer_smile_ani");nimSprite->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCAnimate::create(animation), CCDelayTime::create(2.5f))));
Cocos2d-x 3.x
Vector<SpriteFrame*> splashFrames;    for (int i=1; i<=23; i++) {        const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();        SpriteFrame* frame = cache->getSpriteFrameByName(str);        splashFrames.pushBack(frame);            }    Animation *splashAnim = Animation::create();    splashAnim = Animation::createWithSpriteFrames(splashFrames, 0.02f);

很明顯,2.x與3.x的實現方式,最大的區別在於3.x用不定長的Vector來組織幀序列,相對更加靈活

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Cocos2d-x入門: 序列幀動畫實現

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