• cocos2d-x游戏开发之动画


     MyGame.h中声明动画函数:

    class MyGame : public cocos2d::Layer
    {
    public:
     static Scene* createScene();
        void Updatetime(float t);
       virtual bool init();
       void logic(float dt);

       ........
       cocos2d::Animate* createAnimate1();
       CREATE_FUNC(MyGame);

    }

    MyGame.cpp:

    #include "MyGame.h"

    #include "cocostudio/CocoStudio.h"

    #include "ui/CocosGUI.h"

    #include "cocos2d.h"

    #include<iostream>

    using namespace std;

    USING_NS_CC;

    using namespace cocos2d;

    using namespace cocostudio::timeline;

    cocos2d::Animate* MyGame::createAnimate1() {

     auto animation = Animation::create();

     for (int i = 1; i <= 4; i++)  {   //四张图片(用于组成动画)

     animation->addSpriteFrameWithFile(StringUtils::format("run%d.png", i));

     }

     animation->setDelayPerUnit(3.0f / 15.0f);  

    //回到原始状态

    animation->setRestoreOriginalFrame(true);

     auto animate = Animate::create(animation);

     return animate;

    }

    Scene* MyGame::createScene() {

     // 'scene' is an autorelease object

     auto scene = Scene::create();

     // 'layer' is an autorelease object

     auto layer = MyGame::create();

     // add layer as a child to scene

     scene->addChild(layer);

     // return the scene  return scene; }

    bool MyGame::init() {

     // 1. super init first

     if (!Layer::init())

     {  

     return false;

     }

     ball = Sprite::create("run1.png");
     ball->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
     this->addChild(ball,2);

    //点击btn0,则运行击打棒球动画

    btn0->addClickEventListener([&](Ref* pSender) {
      ball->runAction(createAnimate1());
     });

    return true;

    }

    注意:若按钮事件中包含切换场景事件,则需要在按钮事件中添加schedule函数,否则切换场景后,动画还来不及生成,再次点击按钮出发按钮事件,则动画不会执行,即无反应

    具体代码如下:

    //为按钮添加触摸事件
     btn0->addTouchEventListener([&, btn0, btn1, btn2](Ref* pSender, Widget::TouchEventType type) {
      switch (type)
      {
      case Widget::TouchEventType::BEGAN:
       btn0->setScale(1.02);
       break;
      case Widget::TouchEventType::ENDED:
       btn0->setScale(1);
       btn1->setTouchEnabled(false);
       btn2->setTouchEnabled(false);
       .......


       if (r[0] == 3 || delegate1->restartnum == 0)
       {
       ..........

      //切换场景时不能单单写一句代码 Director::getInstance()->replaceScene(GameOver::createScene());

      //而应该写个schedule函数用于缓冲时间


        schedule([&](float ft) {
         unschedule("GameOver");
         Director::getInstance()->replaceScene(GameOver::createScene());
        },1,0,0,"GameOver");
       }
       else
        schedule([&](float ft) {
        unschedule("newGame");
        Director::getInstance()->replaceScene(MyGame::createScene());
       },1, 0, 0, "newGame");
       }
      });

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  • 原文地址:https://www.cnblogs.com/lchzls/p/5027201.html
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