cocos2dx 4.0动画创建
直接上代码
//创建纹理
auto texture= Director::getInstance()->getTextureCache()->addImage("frame3/deathboom.png");
//自己设置纹理上面的帧
auto frame0 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 0.0f, 94.0f, 92.0f));
auto frame1 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 1.0f, 94.0f, 92.0f));
auto frame2 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 2.0f, 94.0f, 92.0f));
auto frame3 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 3.0f, 94.0f, 92.0f));
auto frame4 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 4.0f, 94.0f, 92.0f));
auto frame5 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 5.0f, 94.0f, 92.0f));
//生成一个动画数组并放入动画帧
Vector<SpriteFrame *> arr;
arr.pushBack(frame0);
arr.pushBack(frame1);
arr.pushBack(frame2);
arr.pushBack(frame3);
arr.pushBack(frame4);
arr.pushBack(frame5);
//创建动画信息
Animation * amt = Animation::createWithSpriteFrames(arr, 0.2f);
//创建动画
Animate * amt2 = Animate::create(amt);
//创建精灵
auto sprite2 = Sprite::createWithSpriteFrame(frame0 );
//将精灵放入场景
addChild(sprite2);
//这里默认只播放一次
sprite2->runAction(amt2);
/**
* 播放多次的代码
* Repeat* repeat = Repeat::create(amt, 10);
* sprite2->runAction(repeat);
*/
关于老版本的cocos2d创建动画可以参考https://blog.csdn.net/freebazzi/article/details/27639001这一片博文
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