添加动画
plist + png
var frame = cc.spriteFrameCache.getSpriteFrame("explosion_03.png");
var sp = new cc.Sprite(frame)
添加单张图片
cc.spriteFrameCache.addSpriteFrames(res.animation_plist); //加载plist文件
var mExplodeFrames = [];
for (var i=1;i<17;i++)
{
var frame = cc.spriteFrameCache.getSpriteFrame("explosion_"+("00"+i).slice(-2)+".png");
mExplodeFrames.push(frame);
}
var anim = new cc.Animation(mExplodeFrames, 0.04);
var sp = new cc.Sprite()
sp.setPosition(touch.getLocation())
plist + png
var frame = cc.spriteFrameCache.getSpriteFrame("explosion_03.png");
var sp = new cc.Sprite(frame)
添加单张图片
cc.spriteFrameCache.addSpriteFrames(res.animation_plist); //加载plist文件
var mExplodeFrames = [];
for (var i=1;i<17;i++)
{
var frame = cc.spriteFrameCache.getSpriteFrame("explosion_"+("00"+i).slice(-2)+".png");
mExplodeFrames.push(frame);
}
var anim = new cc.Animation(mExplodeFrames, 0.04);
var sp = new cc.Sprite()
sp.setPosition(touch.getLocation())
that.addChild(sp)
sp.runAction(cc.sequence(cc.animate(anim), cc.fadeOut(0.5)))
fireCount:0, //发射子弹时间累计
fireTargetCount:0,
update:function(delay){
this.fireCount += delay //累计叠加值
if(this.fireCount > this.fireTargetCount){ //到达临界值 发射子弹
this.fireCount = 0
this.fireTargetCount = 1+Math.random()*(GameConfig.enemy_fire_speed - 1) //然后重置一个随机值
cc.eventManager.dispatchCustomEvent(GameEvent.ENEMY_PLANE_FIRE, this.getPosition())
}
}