通过Cocos2dx中的plist文件加载动画

时间:2012-08-30 10:35:02

标签: c++ animation sprite cocos2d-x

这些天我正在学习cocos2dx。 从现在开始,我已经能够加载和播放保存为.plist文件的精灵动画。 我正在以这种方式加载动画:

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("oras.plist");
CCAnimation *bearWalkingAnimation = CCAnimation::create();

for (int i = 0 ; i < 8 ; ++i )
{

    std::stringstream ss;
    ss << "bear" << i + 1  << ".png";

    std::string name = ss.str();
    CCSpriteFrame* sprite =  CCSpriteFrameCache::sharedSpriteFrameCache()>spriteFrameByName(name.c_str());
    bearWalkingAnimation->addSpriteFrame(sprite);

}

我依赖于我知道图像名称的事实,但现在我正在尝试组织我的代码。

我想知道在加载时是否知道哪个plist文件附带精灵帧。我能这样做吗?怎么样?

换句话说,我想编写一个只能知道plist文件名才能加载动画的泛型类。类似的东西:

void MyLoaderClass::LoadAnimation(std::string plist_file_name){ ....}

2 个答案:

答案 0 :(得分:3)

我已经解决了从加载的CCDictionary文件中构建plist的问题:

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(fileName.c_str());

mAnimation = CCAnimation::create();

CCFileUtils *fileUtils = CCFileUtils::sharedFileUtils();
const char *fullPath = fileUtils->fullPathFromRelativePath(fileName.c_str());


CCDictionary *dictionary = CCDictionary::createWithContentsOfFileThreadSafe(fullPath);
CCDictionary *framesDict = static_cast<CCDictionary*> (dictionary->objectForKey("frames"));

CCArray *keys = framesDict->allKeys();

for (int i = 0 ; i < keys->count(); ++i)
{
    CCString *spriteFileName = static_cast<CCString *> (keys->objectAtIndex(i));
    CCSpriteFrame* sprite =  CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(spriteFileName->getCString());
    mAnimation->addSpriteFrame(sprite);

}

答案 1 :(得分:1)

//&#34; horse.png&#34;通过哪个批处理节点包

CCSpriteBatchNode* spritebatch = CCSpriteBatchNode::create("horse.png");
CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache();
cache->addSpriteFramesWithFile("horse.plist");

// "hero" is CCSprite and "horse_1.png" is a sprite in "horse.png" batch node

hero = CCSprite::createWithSpriteFrameName("horse_1.png");

addChild(spritebatch);
spritebatch->addChild(hero);

CCLog("In the anim2");

CCArray* animFrames = CCArray::createWithCapacity(16);
char str[100] = {0};
for(int i = 1; i < 16; i++)
{
    // in my batch node all the sprite name as 'horse_1.png', 'horse_2.png'.....
    sprintf(str, "horse_%i.png", i);
    CCSpriteFrame* frame = cache->spriteFrameByName( str );
    animFrames->addObject(frame);
}
CCAnimation* animation = CCAnimation::createWithSpriteFrames(animFrames, .1f);
animation->setRestoreOriginalFrame(true);
hero->runAction( CCRepeatForever::create( CCAnimate::create(animation) ) );