cocos2dx 程序中处理cocostdio导出的帧动画

在cocostdio 编辑器中添加动画,主要就两点:

在 “形体模式” 下(文件下面),从资源中添加动画的起始图片, 然后切换到 “动画模式” 下,下面会出来一个动画帧的框, 旁边默认生成的layer几  就是你刚才添加的起始动画的纹理文件, 然后从资源中, 选中剩下的动画,图片,用鼠标拖动到该区域。OK,动画已经添加好, 上面可以播放。



然后说一下动作列表: 一个动作列表中可以添加很多动画 ,这些动画都是跟着这个动作列表一起播放的。

如果想单独的播放某个动画,就新建一个动作列表,然后添加动画吧。


程序效果图:(工程名称:D:\cocos2d-x-3.0alpha1\projects\cocostudioAnimationTest1)


导入的纹理解析出来会花屏, 不知道怎么回事。

主要代码:helloworld.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "HelloWorldScene.h"  
#include "cocos2d.h"   
#include "extensions\cocos-ext.h"   
#include "cocostudio\CocoStudio.h"   
#include "GUI\CocosGUI.h"   

USING_NS_CC;   
USING_NS_CC_EXT;   
using namespace cocostudio;   
using namespace gui; 

class HelloWorld : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();

    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    virtual bool init();  
    
	void buttonTextCallBack(Object *pSender, gui::TouchEventType type);
    // a selector callback
    void menuCloseCallback(Object* pSender);
    map<int, char *> UIButtonTextMap;
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
};

#endif // __HELLOWORLD_SCENE_H__

hellpworldscene.cpp

#include "HelloWorldScene.h"

USING_NS_CC;
const int cocostdioTest = 10;
Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();

    /
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
	closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Point::ZERO);
    this->addChild(menu, 1);

    /
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = LabelTTF::create("Hello World", "Arial", 24);
    
    // position the label on the center of the screen
    label->setPosition(Point(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);
    //加入UI 编辑器
	UILayer * uiLayer = UILayer::create();
	auto myLayOut = GUIReader::shareReader()->widgetFromJsonFile("NewProject_1/NewProject_1.ExportJson");
	uiLayer->addWidget(myLayOut);
	this->addChild(uiLayer, 5);
	//添加buttonText 名字
	UIButtonTextMap.insert(map<int, char*>::value_type(1, "TextButton_23"));
	UIButtonTextMap.insert(map<int, char*>::value_type(2, "TextButton_27"));
	UIButtonTextMap[3] = "TextButton_28";
	UIButtonTextMap[4] = "TextButton_29";
	UIButtonTextMap[5] = "TextButton_31";
	UIButtonTextMap[6] = "TextButton_32";
	UIButtonTextMap[7] = "TextButton_33";
	UIButtonTextMap[8] = "TextButton_34";
	//c++11 
	auto mapbag = UIButtonTextMap.begin();
	//decltype() 获取当前类型
	typedef decltype(mapbag) CurrentType; 
	CurrentType mapend = UIButtonTextMap.end();
	for (;mapbag != mapend; ++mapbag)
	{
		/*log("-frist:%d", mapbag->first);
		log("-second:%s", mapbag->second);*/
		auto pButtonText = dynamic_cast<UIButton*>(myLayOut->getChildByName(mapbag->second));
		pButtonText->setTouchEnabled(true);
		pButtonText->setTag(mapbag->first);
		pButtonText->setTitleText(mapbag->second);
		pButtonText->addTouchEventListener(this, toucheventselector(HelloWorld::buttonTextCallBack));
	}
	
	ArmatureDataManager::getInstance()->addArmatureFileInfo("test1_2/test1.ExportJson");
	//create 中间的名字为 项目的名称 也就是test1.ExportJson 去掉后缀的名字  或是打开该文件 中的第一个name中的 字符串
	Armature * armature = Armature::create("test1");
	armature->setTag(cocostdioTest);
	armature->setPosition(Point(visibleSize.width/2, visibleSize.height/2+100));
	addChild(armature);
	return true;
}


void HelloWorld::menuCloseCallback(Object* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

void HelloWorld::buttonTextCallBack(Object *pSender, gui::TouchEventType type)
{
	//获取调用该方法的的tag 从而确定是那个buttonText
	auto uiBt = dynamic_cast<UIButton*>(pSender);
	auto armature = (Armature *) this->getChildByTag(cocostdioTest);//this == scene
	if (!uiBt)
	{
		return;
	}
	int uiBtTag = uiBt->getTag();
	switch (type)
	{
	case TouchEventType::TOUCH_EVENT_ENDED:
		switch (uiBtTag)
		{
		case 1:
			//play 中的名字为cocostdio 动画编辑器中的动作列表的名字
			armature->getAnimation()->play("Animation1");
			break;
		case 2:
			armature->getAnimation()->play("Animation2");
			break;
		case 3:
			armature->getAnimation()->play("Animation3");
			break;
		case 4:
			armature->getAnimation()->play("Animation2_Copy1");
			break;
		case 5:
			armature->getAnimation()->play("Animation4");
		
			break;
		default:
			break;
		}

		break;
	default:
		break;
	}
}



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