cocos2dx切换播放的动画

版本:cocos2dx 2.2.6

IDE: VS2012

语言:C++98

美术资源一共有两段动画的序列帧,一个是手绘马行走图,一个是分子人行走图。

程序要实现的目的就是在同一个位置,点击按钮可以实现2段动画的切换。

因为动画最终是通过sprite的runAction执行的,所以我做了一个封装,返回一个带动画的精灵。

CCSprite* HelloWorld::createAnimateSprite( int start, int end, CCString* startFrame, CCString* formatStr)
{
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

    CCSprite* pSprite = CCSprite::createWithSpriteFrameName(startFrame->getCString());
    pSprite->setPosition(ccp(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));
    CCArray* pArray = CCArray::create();

    char name[20];
    for (int i = start;i <= end; i++)
    {
        sprintf(name, formatStr->getCString(), i);
        pArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache() ->spriteFrameByName(name));
    }

    CCAnimation* pAnimation = CCAnimation::createWithSpriteFrames(pArray,0.1f);
    CCAnimate* pAnimate = CCAnimate::create(pAnimation);
    pSprite->runAction(CCRepeatForever::create(pAnimate));
    return pSprite;
}

函数签名中的start和end表示图片名称后缀的起始数字和结束数字,startFrame是起始动画帧的名称,format是通用格式,配合数字组成完整的动画帧名称

CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache();
cache->addSpriteFramesWithFile("walk.plist");
this->addChild(createAnimateSprite(2, 8, CCString::create("zzlx1.JPG"), CCString::create("zzlx%d.JPG")), 0, 1);
this->getChildByTag(1)->setVisible(true);
this->addChild(createAnimateSprite(2, 8, CCString::create("Horse1.jpg"), CCString::create("Horse%d.jpg")), 0, 2);
this->getChildByTag(2)->setVisible(false);

将2个带动画的精灵加入层中,然后在鼠标点击的回调中进行动画的切换,切换采用设置sprite的visible属性的方式

void HelloWorld::menuCloseCallback(CCObject* pSender)
{
    CCNode* child1 = this->getChildByTag(1);
    CCNode* child2 = this->getChildByTag(2);
    bool flag = child1->isVisible(); 
    child1->setVisible(!flag);
    child2->setVisible(flag);
}

上真相

还有另外一种方法来实现动画的切换,使用AnimationCache和ActionManager,这样是从本质上移除A动画,加入B动画

void HelloWorld::createAnimation( int start, int end, CCString* formatStr, CCString* animationName )
{
    CCArray* pArray = CCArray::create();

    char name[20];
    for (int i = start;i <= end; i++)
    {
        sprintf(name, formatStr->getCString(), i);
        pArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache() ->spriteFrameByName(name));
    }

    CCAnimation* pAnimation = CCAnimation::createWithSpriteFrames(pArray,0.1f);
    CCAnimationCache::sharedAnimationCache()->addAnimation(pAnimation,animationName->getCString());
}

这里是将一段动画加入AnimationCache,并且设置对应的key,然后通过动画缓存创建一个动画精灵

CCSpriteFrameCache* cache = CCSpriteFrameCache::sharedSpriteFrameCache();
cache->addSpriteFramesWithFile("walk.plist");
createAnimation(2, 8, CCString::create("zzlx%d.JPG"), CCString::create("man"));
createAnimation(2, 8, CCString::create("Horse%d.jpg"), CCString::create("horse"));
    
CCSprite* pSprite = CCSprite::createWithSpriteFrameName("zzlx1.JPG");
pSprite->setPosition(ccp(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));
pSprite->runAction(CCRepeatForever::create(CCAnimate::create(CCAnimationCache::sharedAnimationCache()->animationByName("man"))));
this->addChild(pSprite, 0, 1);

上面代码把2段动画man和horse加入了动画缓存,在通过key"man"创建了一个动画精灵

void HelloWorld::menuCloseCallback(CCObject* pSender)
{
    static std::string str = "man";
    CCNode* node = this->getChildByTag(1);
    CCActionManager* actionManager = CCDirector::sharedDirector()->getActionManager();
    actionManager->removeAllActionsFromTarget(this->getChildByTag(1));
    if (str == "man")
    {
        str = "horse";
    }
    else
    {
        str = "man";
    }
    node->runAction(CCRepeatForever::create(CCAnimate::create(CCAnimationCache::sharedAnimationCache()->animationByName(str.c_str()))));
}

CCActionManager管理所有对象的action,removeAllActionsFromTarget可以移除指定对象的所有动画,先移除再添加另外一段动画则完成了切换功能。

CCActionManager还有几种移除的api,比如可以移除特定对象特定tag的action,可以灵活的使用。

上图

如果对一个动画需要暂停和继续播放功能需要使用ccnode的pauseSchedulerAndActions和resumeSchedulerAndActions方法

void HelloWorld::menuCloseCallback(CCObject* pSender)
{
    static bool flag = false;
    if (!flag)
    {
        this->getChildByTag(1)->pauseSchedulerAndActions();
        flag = true;
    }
    else
    {
        this->getChildByTag(1)->resumeSchedulerAndActions();
        flag = false;
    }
}

原文地址:https://www.cnblogs.com/beyond-time-space/p/4569154.html