基于helloworld-example和cocos-2d-x docs(http://www.cocos2d-x.org/wiki/Sprite_Sheet_Animation),我尝试制作一个简单的精灵表动画。这是代码:
this.mostafa = cc.Sprite.create(res.Mostafa_png);
this.mostafa.attr({
x: size.width / 3,
y: size.height / 3,
scale: 0.2,
rotation: 180
});
this.addChild(this.mostafa, 0);
var rotate = cc.RotateTo.create(2, 0);
cc.spriteFrameCache.addSpriteFrames(res.Mostafa_plist);
var animFrames = [];
var str = "";
for (var i = 1; i < 9; i++) {
str = "mosquito_fly" + (i < 10 ? ("0" + i) : i) + ".png";
var frame = cc.spriteFrameCache.getSpriteFrame(str);
animFrames.push(frame);
}
var animation = cc.Animation.create(animFrames, 0.04);
var animate = cc.Animate.create(animation);
this.mostafa.runAction(animate); // shows nothing
//this.mostafa.runAction(rotate); // shows turning sprite
它没有显示任何内容。但是如果我放入最后一行然后推出第二行,那么它会显示一个旋转的精灵。 (正确加载精灵帧缓存)
缺少什么?
答案 0 :(得分:1)
问题是双重的。首先必须为动画定义纹理,其次,如果它应该是连续动画,则必须是animFrames必须为animationFrame类型。工作代码如下(放在helloworld示例的ctor函数中):
// Create sprite and set attributes
this.mostafa = cc.Sprite.create(res.Mostafa_single_png);
this.mostafa.attr({
x: size.width / 3,
y: size.height / 3,
scale: 0.5,
rotation: 0
});
this.addChild(this.mostafa, 0);
// Load sprite frames to frame cache, add texture node
cc.spriteFrameCache.addSpriteFrames(res.Mostafa_plist);
var mostafaTexture = cc.textureCache.addImage(res.Mostafa_png),
mostafaImages = cc.SpriteBatchNode.create(mostafaTexture);
this.addChild(mostafaImages);
var animFrames = [];
var str = "";
for (var i = 1; i < 9; i++) {
str = "mosquito_fly" + (i < 10 ? ("0" + i) : i) + ".png";
var spriteFrame = cc.spriteFrameCache.getSpriteFrame(str);
var animFrame = new cc.AnimationFrame();
animFrame.initWithSpriteFrame(spriteFrame, 1, null);
animFrames.push(animFrame);
}
var animation = cc.Animation.create(animFrames, 0.08, 100);
var animate = cc.Animate.create(animation);
this.mostafa.runAction(animate);
答案 1 :(得分:0)
junk = this;
cc.spriteFrameCache.addSpriteFrames("res/e.plist");
spriteSheet = new cc.SpriteBatchNode("res/e.png");
junk.addChild(spriteSheet,15);
var animFrames = [];
for (var i = 1; i < 19; i++) {
var str = "e/e"+i+".png";
var frame = cc.spriteFrameCache.getSpriteFrame(str);
animFrames.push(frame);
}
var animation = new cc.Animation(animFrames, 0.1);
runningAction = new cc.RepeatForever(new cc.Animate(animation));
mask = new cc.Sprite("#e/e1.png");
mask.attr({
x: 400,
y:105,
anchorX: 0.5,
anchorY: 0.5,
scale:0.5
});
spriteSheet.addChild(mask,25);
mask.runAction(runningAction)