cocos2dx3.6动作编辑器

在这个公司实习挺久的了,在这个公司开始的时候没什么任务,就是自己学习学习,然后到了论文答辩完的时候就有了东西,一上来就是一个动作编辑器,想想都害怕,为什么呢?因为涉及的东西什么碰撞啊,攻击啊,受击,位移等的属性,然后还在用Sprine和c3b,c3t,这个对于我这个一开始的实习生来讲挺难的。怎么说呢,这个需要去改源码,让那个动作能一帧一帧运行,这个就必须要这样了!然后开始的时候压根不敢碰源码,怕改坏了,然后只能一点点的去读,最后终于找到了,然后就可以进行下一步操作了,有了第一次你就不再惧怕改源码,起码我现在是这样!导致后来换引擎的时候也是这样!换引擎的时候由于某种原因,不得不改源码,还记得那天跟公司主程弄到晚上11点多!终于改完了!然后就走了,之后就是各种完善!

好吧说了那么多,还是说这个编辑器吧!这个编辑器可以使用c3b,c3t,Spine动作,盒子支持攻击,碰撞,受击,特效位置盒子,这些盒子是通过鼠标加键盘完成的,可以在面板中进行细微的改动!然后攻击时ctrl+鼠标左键,ctrl+鼠标右键为旋转,碰撞shift+鼠标左键,特效为space+鼠标左键,如果没有按这些键+鼠标左键则为受击,鼠标右键为受击旋转!导出的数据支持json,二进制。数据可以在又下方选择指定的盒子进行改动!除了碰撞盒子,两个盒子之间做了差值运算。碰撞采取的是上一个盒子数据!弄好动作之后记得保存起来哦!ctrl+s就可以了!

其实这个是我把他开源了,不过现在还在完善中,迟一点再把它公布给大家!

可运行文件在这!下载了有任何建议或意见都可以跟我说!

http://download.csdn.net/detail/adroitly/8830917

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About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复

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