本文整理汇总了C++中CCAnimation::addSpriteFrameWithFileName方法的典型用法代码示例。如果您正苦于以下问题:C++ CCAnimation::addSpriteFrameWithFileName方法的具体用法?C++ CCAnimation::addSpriteFrameWithFileName怎么用?C++ CCAnimation::addSpriteFrameWithFileName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCAnimation
的用法示例。
在下文中一共展示了CCAnimation::addSpriteFrameWithFileName方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: onEnter
void GameObjHero::onEnter()
{
CCNode::onEnter();
this->setContentSize(CCSizeMake(85, 90));
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
CCSprite *obj = CCSprite::create("s_hurt.png");
hurt = obj->getTexture();
obj = CCSprite::create("s_jump.png");
jump = obj->getTexture();
mainsprite = CCSprite::create("s_1.png");
//动画
CCAnimation *animation = CCAnimation::create();
animation->addSpriteFrameWithFileName("s_1.png");
animation->addSpriteFrameWithFileName("s_2.png");
animation->addSpriteFrameWithFileName("s_3.png");
animation->addSpriteFrameWithFileName("s_4.png");
animation->addSpriteFrameWithFileName("s_5.png");
animation->addSpriteFrameWithFileName("s_6.png");
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
//运行奔跑动画
mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation)));
state = 0;
addChild(mainsprite);
}
示例2:
std::map<int, cocos2d::CCAnimation*>* ShieldedObject::getShieldAnimations()
{
if (shieldAnimations == NULL)
{
shieldAnimations = new map<int, cocos2d::CCAnimation*>;
for (int i = 0; i < 1; i++)
{
CCAnimation *animation;
animation = CCAnimation::create();
animation->retain();
animation->setDelayPerUnit(0.05f);
animation->addSpriteFrameWithFileName("res/image/shield7.png");
animation->addSpriteFrameWithFileName("res/image/shield6.png");
animation->addSpriteFrameWithFileName("res/image/shield5.png");
animation->addSpriteFrameWithFileName("res/image/shield4.png");
animation->addSpriteFrameWithFileName("res/image/shield3.png");
animation->addSpriteFrameWithFileName("res/image/shield2.png");
animation->addSpriteFrameWithFileName("res/image/shield1.png");
animation->addSpriteFrameWithFileName("res/image/shield.png");
animation->addSpriteFrameWithFileName("res/image/shield.png");
animation->addSpriteFrameWithFileName("res/image/shield.png");
animation->addSpriteFrameWithFileName("res/image/shield1.png");
animation->addSpriteFrameWithFileName("res/image/shield2.png");
animation->addSpriteFrameWithFileName("res/image/shield3.png");
animation->addSpriteFrameWithFileName("res/image/shield4.png");
animation->addSpriteFrameWithFileName("res/image/shield5.png");
animation->addSpriteFrameWithFileName("res/image/shield6.png");
animation->addSpriteFrameWithFileName("res/image/shield7.png");
animation->addSpriteFrameWithFileName("res/image/shield0.png");
(*shieldAnimations)[i] = animation;
}
}
return shieldAnimations;
}
示例3:
void TestAction::action1()
{
CCAnimation* animation = CCAnimation::create();
animation->addSpriteFrameWithFileName("role/pao0.png");
animation->addSpriteFrameWithFileName("role/pao1.png");
animation->addSpriteFrameWithFileName("role/pao2.png");
animation->addSpriteFrameWithFileName("role/pao3.png");
animation->addSpriteFrameWithFileName("role/pao4.png");
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
animation->setLoops(-1);
CCFiniteTimeAction *animate = CCAnimate::create(animation);
this->runAction(animate);
}
示例4: rotateAction
void Coin::rotateAction()
{
CCAnimation* action = CCAnimation::create();
action->setDelayPerUnit(0.1f);
action->setRestoreOriginalFrame(true);
action->addSpriteFrameWithFileName("ring1.png");
action->addSpriteFrameWithFileName("ring2.png");
action->addSpriteFrameWithFileName("ring3.png");
action->addSpriteFrameWithFileName("ring4.png");
CCAnimate* animate = CCAnimate::create(action);
CCRepeatForever* repeat = CCRepeatForever::create(animate);
sprite->runAction(repeat);
}
示例5: SetIdleMotion
void Motion::SetIdleMotion()
{
CCAnimation* animation = CCAnimation::create();
animation->setDelayPerUnit(0.5f/3.0f);
animation->addSpriteFrameWithFileName("breath1.png");
animation->addSpriteFrameWithFileName("breath2.png");
animation->addSpriteFrameWithFileName("breath3.png");
animation->addSpriteFrameWithFileName("breath2.png");
animation->addSpriteFrameWithFileName("breath1.png");
_idleMotion = CCRepeatForever::create(CCAnimate::create(animation));
_idleMotion->retain();
}
示例6: SetAnimation
//怪物走动的动画
void Monster::SetAnimation(const char *name_each,unsigned int num,bool run_directon)
{
//设置方向
if(MonsterDirecton!=run_directon)
{ MonsterDirecton=run_directon;
m_MonsterSprite->setFlipX(run_directon);
}
//正在走动、攻击、受伤或已死亡,就返回
if(IsRunning||IsAttack||IsHurt||Isdead)
return;
//设置动画
CCAnimation* animation = CCAnimation::create();
for( int i=1;i<=num;i++)
{
char szName[100] = {0};
sprintf(szName,"%s%d.png",name_each,i);
animation->addSpriteFrameWithFileName(szName); //加载动画的帧
}
animation->setDelayPerUnit(0.1f);//每两张图片的时间间隔
animation->setRestoreOriginalFrame(true);
animation->setLoops(-1); //动画循环
//将动画包装成一个动作
CCAnimate* act=CCAnimate::create(animation);
m_MonsterSprite->runAction(act);
IsRunning=true;
}
示例7: AttackAnimation
//攻击动画
void Monster::AttackAnimation(const char *name_each,const unsigned int num,bool run_directon)
{
//正在走动、攻击、受伤或已死亡,就返回
if(IsRunning||IsAttack||IsHurt||Isdead)
return;
CCAnimation* animation = CCAnimation::create();
for( int i=1;i<=num;i++)
{
char szName[100] = {0};
sprintf(szName,"%s%d.png",name_each,i);
animation->addSpriteFrameWithFileName(szName); //加载动画的帧
}
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
animation->setLoops(1); //动画循环1次
//将动画包装成一个动作
CCAnimate* act=CCAnimate::create(animation);
//创建回调动作,攻击结束后调用AttackEnd()
CCCallFunc* callFunc=CCCallFunc::create(this,callfunc_selector(Monster::AttackEnd));
//创建连续动作
CCActionInterval* attackact=CCSequence::create(act,callFunc,NULL);
m_MonsterSprite->runAction(attackact);
IsAttack=true;
}
示例8: moveBack
float Snake::moveBack()
{
//CCSprite::initWithFile("snakeBack1.png");
//pLife->setRotationY(180);
deleteExploreShit();
this->stopAllActions();
CCAnimation* animation =CCAnimation::create();
char str[20];
for(int i=0;i<3;i++)
{
sprintf(str,"snakeBack%d.png",i + 1);
animation->addSpriteFrameWithFileName(str);
}
animation->setDelayPerUnit(0.2f);
animation->setRestoreOriginalFrame(true);
myAction = CCRepeatForever::create(CCAnimate::create(animation));
this->runAction(myAction);
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCActionInterval *move = CCMoveTo::create(moveTime / 2,ccp(size.width, 12));
moveTo = CCSequence::create(move/*,CCCallFuncN::create(this,callfuncN_selector(GameLayer::deleteAnimal))*/,NULL);
this->runAction(moveTo);
hasMoveBack = true;
return moveTime / 2;
}
示例9: init
bool Snake::init()
{
bool bRet = false;
do
{
CC_BREAK_IF(!CCSprite::initWithFile("snake1.png"));
pLife->setPosition(ccp(pLife->getContentSize().width / 2,this->getContentSize().height + pLife->getContentSize().height));
CCAnimation* animation =CCAnimation::create();
//char *spriteImg[] = {"snake1.png","snake2.png","snake3.png","snake4.png","snake5.png","snake6.png","snake7.png"};
char str[20];
for(int i=0;i<7;i++)
{
sprintf(str,"snake%d.png",i + 1);
animation->addSpriteFrameWithFileName(str);
}
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
myAction = CCRepeatForever::create(CCAnimate::create(animation));
myAction->retain();
CCSize size = CCDirector::sharedDirector()->getWinSize();
this->setPosition(ccp(size.width, 12));
produceLoc = ccp(size.width, 12);
bRet = true;
} while (0);
return bRet;
}
示例10: showOpenBoxAni
void IOSStoreLayer::showOpenBoxAni(CCNode* pNode)
{
//播放打开动画
CCSprite* pBox = (CCSprite*)pNode;
CCAnimation* pAnimation = CCAnimation::create();
char filename[64] = {};
for (size_t i = 0; i < 2; ++i)
{
sprintf(filename, "daoju_baoxiang%d.png", i+2);
pAnimation->addSpriteFrameWithFileName(ResManager::getManager()->getSharedFilePath(g_storelayerPath+filename).c_str());
}
pAnimation->setDelayPerUnit(0.05f);
pAnimation->setLoops(1);
pBox->runAction(CCSequence::create(
CCAnimate::create(pAnimation),
CCDelayTime::create(0.15f),
CCCallFuncN::create(this, callfuncN_selector(IOSStoreLayer::boxStartMove)),
NULL));
pBox->runAction(CCSequence::create(
CCDelayTime::create(0.05f),
CCCallFuncN::create(this, callfuncN_selector(IOSStoreLayer::showRandStars)),
NULL));
// //出现大的星星
// CCSprite* pBigStar = CCSprite::create("daoju_baoxiang_xiaoguo_2.png");
// pBox->addChild(pBigStar, 1, box_big_star_tag);
// pBigStar->setPosition(ccp(pBox->getContentSize().width/2 - 20, pBox->getContentSize().height/2));
// pBigStar->setScale(0.1f);
// pBigStar->runAction(CCSequence::create(
// CCScaleTo::create(0.2f, 1.0f),
// CCRemoveSelf::create(),
// NULL));
}
示例11: setdie
void TollGateModel::setdie(){
islife = false;
mainbody->setVisible(false);
boom->setVisible(true);
this->stopAllActions();
//±¬Õ¨¶¯»
CCAnimation* boomAnimation = CCAnimation::create();
boomAnimation->addSpriteFrameWithFileName("Boom1.png");
boomAnimation->addSpriteFrameWithFileName("Boom2.png");
boomAnimation->addSpriteFrameWithFileName("Boom3.png");
boomAnimation->addSpriteFrameWithFileName("Boom4.png");
boomAnimation->addSpriteFrameWithFileName("Boom5.png");
boomAnimation->setDelayPerUnit(0.1f);
boomAnimation->setRestoreOriginalFrame(true);
//boom->runAction(CCSequence::create(CCAnimate::create(boomAnimation),CCCallFuncN::create(this, callfuncN_selector(TollGateModel::restart)),NULL));
}
示例12:
void Game2Scene::eat(float dt)
{
CCSprite* player = (CCSprite*)this->getChildByTag(4);
player->setTexture(CCTextureCache::sharedTextureCache()->addImage("monkey01.png"));
//SEの再生
//SimpleAudioEngine::sharedEngine()->playEffect(SE);
//アニメーション
CCAnimation* ani = CCAnimation::create();
for (int i = 3; i <= 5; i++)
{
char szName[100] = { 0 };
sprintf(szName, "monkey%02d.png", i);
ani->addSpriteFrameWithFileName(szName);
}
ani->setDelayPerUnit(0.15 / 3);
ani->setRestoreOriginalFrame(true);
ani->setLoops(2);
CCAnimate* act = CCAnimate::create(ani);
player->runAction(act);
//スコアシステム作成
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF* Label = (CCLabelTTF*)this->getChildByTag(22);
this->m_Count += 1;
CCString* gamePoints = CCString::createWithFormat("%d", this->m_Count);
Label->setString(gamePoints->getCString());
}
示例13: Change
//换图片
void keyedit::Change()
{
CCAnimation* animation = CCAnimation::create();
animation->addSpriteFrameWithFileName("key2.png");
animation->setDelayPerUnit(2.8f / 14.0f);//必须设置否则不会动态播放
animation->setRestoreOriginalFrame(false);//是否回到第一帧
animation->setLoops(1);//重复次数 (-1:无限循环)
CCFiniteTimeAction * animate = CCAnimate::create(animation);
this->runAction(animate);
}
示例14: onEnter
void GameObjHero::onEnter()
{
CCNode::onEnter();
this->setContentSize(CCSizeMake(85,90));
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true);
CCSprite* mainsprite = CCSprite::create("catBody1.png");
CCAnimation* animation = CCAnimation::create();
animation->addSpriteFrameWithFileName("catBody1.png");
animation->addSpriteFrameWithFileName("catBody2-4.png");
animation->addSpriteFrameWithFileName("catBody3.png");
animation->addSpriteFrameWithFileName("catBody2-4.png");
animation->setDelayPerUnit(0.1f);
animation->setRestoreOriginalFrame(true);
mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation)));
addChild(mainsprite);
CCSprite* tail = CCSprite::create("catTail.png");
tail->setAnchorPoint(ccp(0.5,1));
tail->setPosition(ccp(-5,-29));
tail->setScale(0.5);
tail->setRotation(20);
tail->runAction(CCRepeatForever::create((CCActionInterval*)CCSequence::create(CCRotateBy::create(0.5,-40),CCRotateBy::create(0.5,40),NULL)));
addChild(tail);
lefthand = CCSprite::create("catHand1.png");
lefthand->setAnchorPoint(ccp(1,0.5));
lefthand->setPosition(ccp(-18,-20));
addChild(lefthand);
righthand = CCSprite::create("catHand2.png");
righthand->setAnchorPoint(ccp(0,0.5));
righthand->setPosition(ccp(18,-20));
addChild(righthand);
offset = ccp(0,0);
isControl = false;
schedule(schedule_selector(GameObjHero::releaseBullet),0.3f);
}
示例15:
KDvoid Level1Scene::ScoreAnimation ( CCPoint tPos, const KDchar* szImgName, const KDchar* szImgName2 )
{
m_pExplosion = CCSprite::create ( szImgName );
m_pExplosion->setPosition ( tPos );
this->addChild ( m_pExplosion,0,22 );
CCAnimation* pAnim = CCAnimation::create ( );
pAnim->addSpriteFrameWithFileName ( szImgName );
pAnim->addSpriteFrameWithFileName ( szImgName2 );
m_pExplosion->runAction
(
CCSequence::create
(
CCAnimate ::create ( pAnim ),
CCCallFuncN ::create ( this, callfuncN_selector ( Level1Scene::spMoveFinished ) ),
KD_NULL
)
);
}