cocos2d-x 2.x
CCArray* splashFrames = CCArray::createWithCapacity(16);
for (int i=1; i<=23; i++) {
const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();
CCSpriteFrame* frame = cache->spriteFrameByName(str);
splashFrames->addObject(frame);
}
CCAnimation *splashAnim = CCAnimation::create();
splashAnim = CCAnimation::createWithSpriteFrames(splashFrames, 0.02f);
Cocos2d-x 3.x
Vector<SpriteFrame*> splashFrames;
for (int i=1; i<=23; i++) {
const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();
SpriteFrame* frame = cache->getSpriteFrameByName(str);
splashFrames.pushBack(frame);
}
Animation *splashAnim = Animation::create();
splashAnim = Animation::createWithSpriteFrames(splashFrames, 0.02f);
很明显,2.x与3.x的实现方式,最大的区别在于3.x用不定长的Vector来组织帧序列,相对更加灵活