上一篇文章讲述了利用cocos2d-x构建精灵的动画效果,今天打算以此为引子,创建一个在移动时同时指挥角色到我手指触摸的移动地点,那么就开始吧。
开始
本篇要点
- 角色(Sprite)缓存
- 动画(Animation)缓存
- 触摸(Touch)精灵到我指定的移动地点
- 动作(Action)移动和切换
涉及到的要学的学习点:
- 角色移动点击由此进入–>cocos2d-x for android:SimpleGame分析
- 播放动画点击由此进入–>cocos2d-x for android:CCSprite 精灵动画
角色缓存
角色缓存使用CCSpriteFrameCache ,配合CCSpriteBatchNode将图片*.plist和*.png 加载进内存,方便以后调用。
以上为动作序列图,图片名称为:sg.png.图片来源于博客园:nowpaper.
角色缓存代码如下:
CCSpriteFrameCache* cache=CCSpriteFrameCache::sharedSpriteFrameCache(); cache->addSpriteFramesWithFile( “ sg.plist “);
sprite=CCSprite::createWithSpriteFrameName( “ A1_6.png “); sprite->setPosition(ccp(size.width-sprite->getContentSize().width,size.height/ 2)); spriteBatchNode=CCSpriteBatchNode::create( “ sg.png “); spriteBatchNode->addChild(sprite); addChild(spriteBatchNode);
以上代码,CCSpriteFrameCache负责加载sg.plist,CCSpriteBatchNode负责加载sg.png,然后创建一个精灵指定初始化位置和精灵纹理,并添加进CCSpriteBatchNode。通过上面的代码即可以将一个plist序列图加载进缓存了,你要做的就是将这些缓存的数据拿出来操作它。
动画缓存
上面己经将数据加载进缓存了,可以使用其中的那些节点来制作动画缓存了。
缓存动画使用 CCAnimationCache,该动画同样需要使用到plist文件,代码如下
CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache();
animCache->addAnimationsWithFile( “ sg.plist “);
在将plist文件添加完后,即可以通过动画Animation将每一个动画的Animation添加进CCAnimationCache了,这里我写了一个函数,代码见下方
CCAction* HelloWorld::createAction( int begin, int end, char* cacheActionName,CCPoint point){ CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache();//得到一个缓存对象 CCArray *array = CCArray::createWithCapacity(end-begin);
char name[ 20]; for( int i = begin ;i<end;i ){ sprintf(name, “ A1_%d.png “,i); CCSpriteFrame* frame =cache->spriteFrameByName(name); array->addObject(frame); }//以上创建一个动作序列集合
CCAnimation *plistAnimation = CCAnimation::createWithSpriteFrames(array, 0.2f);//通过动作序列集合创建animation animCache->addAnimation(plistAnimation, cacheActionName);//添加进缓存并指定缓存名称
array->removeAllObjects();
CCAnimation *animation = animCache->animationByName(cacheActionName);//通过缓存名称得到一个动画 animation->setRestoreOriginalFrame( true); CCAnimate *ani=CCAnimate::create(animation); CCActionInterval* plistSeq=(CCActionInterval*)(CCSequence::create(ani, CCFlipX::create(point.x> 0? true: false), ani->copy()->autorelease(), NULL )); return CCRepeatForever::create(plistSeq);//创建动画并返回Action }
触摸精灵到我指定的移动地点
设定好让程序允许Touch之后,在回调函数ccTouchesEnded 里面通过捕获触摸位置指定精灵移动,代码见下方
CCTouch* touch=(CCTouch*)(touches->anyObject()); CCPoint location = touch ->getLocation(); float offX=location.x-sprite->getPosition().x; float offY=location.y-sprite->getPosition().y; walkAction=createAction( 4, 6, “ move “,ccp(offX,offY)); sprite->setFlipX(offX> 0? true: false);
float realX=offY/offX; CCPoint realDeast =ccp(location.x,location.y); CCActionInterval *actionTo=CCMoveTo::create( 2.2f,realDeast); CCAction *moveToAction=CCSequence::create( actionTo, CCCallFunc::create( this,callfunc_selector(HelloWorld::moveDone)), NULL );
sprite->runAction(moveToAction);
ok了,精灵移动了,但你会发现,你想让精灵移动的时候不是一整张图片移动,而是边移动边两只脚在走路的移动,就像是我们人类一样,是走着过去的,而不是幽灵飘过去的,那么,我们要做些什么呢?
动作移动
其实,很简单 ,只要记住要精灵移动的时候即:MoveTo时,同时再让精灵执行一个动作即walk的动作,代码如下:
sprite->stopAllActions(); //因为Touch是无时无刻的,所以每当touch一次即停止当前的action walkAction=createAction( 4, 6, “ move “,ccp(offX,offY));//构建一个walk的action
sprite->runAction(walkAction);//播放走的action sprite->runAction(moveToAction);//播放moveTo的action
当到达指定地点时,希望让角色以站立的姿势站在屏幕上,这时我们需要在moveTo的callback函数里面调用,让其停止当前action,并重新执行站立的action,代码如下:
void HelloWorld::moveDone(){ sprite->stopAllActions(); CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache();
CCAnimation *standAnimation = animCache->animationByName( “ stand “); standAnimation->setRestoreOriginalFrame( true); CCAnimate *standAni=CCAnimate::create(standAnimation); CCActionInterval* s=(CCActionInterval*)(CCSequence::create(standAni, standAni->copy()->autorelease(), NULL )); CCAction *frameAction=CCRepeatForever::create(s);
sprite->runAction(frameAction); }
全部代码如下:
View Code
1 using namespace cocos2d; 2 using namespace CocosDenshion; 3 4 #define LOG_TAG “main” ||- function 5 #define LOGD(…) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__) 6 7 CCScene* HelloWorld::scene() 8 { 9 // ‘scene’ is an autorelease object 10 CCScene *scene = CCScene::create(); 11 12 // ‘layer’ is an autorelease object 13 HelloWorld *layer = HelloWorld::create(); 14 15 // add layer as a child to scene 16 scene->addChild(layer); 17 18 // return the scene 19 return scene; 20 } 21 22 // on “init” you need to initialize your instance 23 bool HelloWorld::init() 24 { 25 // 26 // 1. super init first 27 if ( !CCLayer::init() ) 28 { 29 return false; 30 } 31 32 this->setTouchEnabled( true); 33 34 CCSize size = CCDirector::sharedDirector()->getWinSize(); 35 CCAnimationCache::purgeSharedAnimationCache(); 36 CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache(); 37 38 animCache->addAnimationsWithFile( “ sg.plist “); 39 40 41 42 cache=CCSpriteFrameCache::sharedSpriteFrameCache(); 43 cache->addSpriteFramesWithFile( “ sg.plist “); 44 45 sprite=CCSprite::createWithSpriteFrameName( “ A1_6.png “); 46 sprite->setPosition(ccp(size.width-sprite->getContentSize().width,size.height/ 2)); 47 spriteBatchNode=CCSpriteBatchNode::create( “ sg.png “); 48 spriteBatchNode->addChild(sprite); 49 addChild(spriteBatchNode); 50 51 cache->addSpriteFramesWithFile( “ hero.plist “); 52 hero=CCSprite::createWithSpriteFrameName( “ Hero02_0.png “); 53 hero->setPosition(ccp(hero->getContentSize().width,size.height/ 2)); 54 heroBatchNode=CCSpriteBatchNode::create( “ hero.png “); 55 heroBatchNode ->addChild(hero); 56 hero->setFlipX( true); 57 58 addChild(heroBatchNode); 59 60 61 62 attackArray =CCArray::createWithCapacity( 4); 63 char attackName[ 20]; 64 for( int i= 0;i< 4;i ){ 65 sprintf(attackName, 66 “ A1_%d.png “,i); 67 CCSpriteFrame* frame =cache->spriteFrameByName(attackName); 68 attackArray->addObject(frame); 69 } 70 CCAnimation *attackAnimation =CCAnimation::createWithSpriteFrames(attackArray, 0.2f); 71 CCAnimationCache::sharedAnimationCache()->addAnimation(attackAnimation, “ attack “); 72 73 attackArray->removeAllObjects(); 74 75 76 77 standArray= CCArray::createWithCapacity( 1); 78 char standName[ 20]; 79 for( int i= 6;i< 7;i ){ 80 sprintf(standName, 81 “ A1_%d.png “,i); 82 CCSpriteFrame* frame =cache->spriteFrameByName(standName); 83 standArray->addObject(frame); 84 } 85 CCAnimation *standAnimation =CCAnimation::createWithSpriteFrames(standArray, 0.2f); 86 CCAnimationCache::sharedAnimationCache()->addAnimation(standAnimation, “ stand “); 87 standArray->removeAllObjects(); 88 89 90 return true; 91 } 92 93 void HelloWorld::moveDone(){ 94 // 95 sprite->stopAllActions(); 96 CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache(); 97 98 99 CCAnimation *standAnimation = animCache->animationByName( “ stand “); 100 standAnimation->setRestoreOriginalFrame( true); 101 CCAnimate *standAni=CCAnimate::create(standAnimation); 102 CCActionInterval* s=(CCActionInterval*)(CCSequence::create(standAni, 103 standAni->copy()->autorelease(), 104 NULL 105 )); 106 CCAction *frameAction=CCRepeatForever::create(s); 107 108 109 sprite->runAction(frameAction); 110 } 111 112 CCAction* HelloWorld::createAction( int begin, int end, char* cacheActionName,CCPoint point){ 113 CCAnimationCache *animCache = CCAnimationCache::sharedAnimationCache(); 114 CCArray *array = CCArray::createWithCapacity(end-begin); 115 116 char name[ 20]; 117 for( int i = begin ;i<end;i ){ 118 sprintf(name, “ A1_%d.png “,i); 119 CCSpriteFrame* frame =cache->spriteFrameByName(name); 120 array->addObject(frame); 121 } 122 123 CCAnimation *plistAnimation = CCAnimation::createWithSpriteFrames(array, 0.2f); 124 CCAnimationCache::sharedAnimationCache()->addAnimation(plistAnimation, cacheActionName); 125 126 array->removeAllObjects(); 127 128 CCAnimation *animation = animCache->animationByName(cacheActionName); 129 animation->setRestoreOriginalFrame( true); 130 CCAnimate *ani=CCAnimate::create(animation); 131 CCActionInterval* plistSeq=(CCActionInterval*)(CCSequence::create(ani, 132 CCFlipX::create(point.x> 0? true: false), 133 ani->copy()->autorelease(), 134 NULL 135 )); 136 return CCRepeatForever::create(plistSeq); 137 } 138 139 140 void HelloWorld::registerWithTouchDispatcher(){ 141 CCDirector::sharedDirector()->getTouchDispatcher()->addStandardDelegate( this, 0); 142 } 143 void HelloWorld::ccTouchesEnded(cocos2d::CCSet * touches,cocos2d::CCEvent * event){ 144 145 sprite->stopAllActions(); 146 147 148 CCTouch* touch=(CCTouch*)(touches->anyObject()); 149 CCPoint location = touch ->getLocation(); 150 float offX=location.x-sprite->getPosition().x; 151 float offY=location.y-sprite->getPosition().y; 152 153 walkAction=createAction( 4, 6, “ move “,ccp(offX,offY)); 154 155 sprite->setFlipX(offX> 0? true: false); 156 157 158 float realX=offY/offX; 159 CCPoint realDeast =ccp(location.x,location.y); 160 CCActionInterval *actionTo=CCMoveTo::create( 2.2f,realDeast); 161 CCAction *moveToAction=CCSequence::create( 162 actionTo, 163 CCCallFunc::create( this,callfunc_selector(HelloWorld::moveDone)), 164 NULL 165 ); 166 167 sprite->runAction(walkAction); 168 sprite->runAction(moveToAction); 169 } 170 171 172 void HelloWorld::menuCloseCallback(CCObject* pSender) 173 { 174 CCDirector::sharedDirector()->end(); 175 176 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 177 exit( 0); 178 #endif 179
注意点
CCAnimation *attackAnimation =CCAnimation::createWithSpriteFrames(attackArray,0.2f); 与
CCAnimation *attackAnimation =CCAnimation::createWithSpriteFrames(attackArray);因为站立action才一帧,所以我不打算指定时间,但是如果不指定时间,它无法成功切换action,这个目前还不清楚是为什么。
最后实现的效果如下:
由于是在ubuntu下开发,好像没有什么抓取屏幕gif 图片的软件可用,简单截一屏!!!
代码没有做任何的处理,很多多余的代码,做个DEMO可以看看就行!!!
代码下载:https://github.com/terryyhl/SpriteAnimation.git
发布者:全栈程序员栈长,转载请注明出处:https://javaforall.cn/110285.html原文链接:https://javaforall.cn