一个游戏的成功很大程度上取决于动画的成功,熟悉cocos2dx的读者都知道它具备了很多现成的动画。这一节我将实现小怪物慢慢的摇摇晃晃的向前走;
运行效果如下
代码下载地址:http://www.kuaipan.cn/file/id_25348935635744616.htm?source=1
首先新建一个帧动画文件,Resorces-----New----FramesAnimation,命名确定,创建snow_frame.plish成功
安装下图操作,创建一组帧动画,也可在xml文件调节修改;
创建成功后,把图片里面的第一帧作为精灵创建,调节好参数
打开MainLayer.js,编写代码如下,帧动画的同时向前移动:
- //
- // CleanerScoreScene class
- //
- var MainLayer = function () {
- cc.log("MainLayer")
- this.scoreLabel = this.scoreLabel || {};
- this.monster = this.monster || {};
- this.score = 123;
- };
-
- MainLayer.prototype.onDidLoadFromCCB = function () {
- if (sys.platform == 'browser') {
- this.onEnter();
- }
- else {
- this.rootNode.onEnter = function () {
- this.controller.onEnter();
- };
- }
-
- this.rootNode.schedule(function (dt) {
- this.controller.onUpdate(dt);
- });
-
- this.rootNode.onExit = function () {
- this.controller.onExit();
- };
- };
-
- MainLayer.prototype.onEnter = function () {
- cc.AnimationCache.getInstance().addAnimations("Resources/snow_frame.plist");//添加帧动画文件
- var action0 = cc.Sequence.create(cc.MoveTo.create(30, cc.p(360, 200))); //向前移动
- var actionFrame = cc.Animate.create(cc.AnimationCache.getInstance().getAnimation("monster")); //获取帧动画
- var action1 = cc.Repeat.create(actionFrame, 90000);
- var action2 = cc.Spawn.create(action0, action1); //同步动画
- this.monster.runAction(action2);
- }
-
- MainLayer.prototype.onUpdate = function (dt) {
- this.score += dt;
- this.scoreLabel.setString(Math.floor(this.score));
- }
-
- MainLayer.prototype.onExitClicked = function () {
- cc.log("onExitClicked");
- }
-
-
- MainLayer.prototype.onExit = function () {
- cc.log("onExit");
- }
-
- cc.Animate.createWithName = function (name) {
- return cc.Animate.create(cc.AnimationCache.getInstance().getAnimation(name));
- }
下一篇文章 我会介绍cocos2d-x editor的粒子效果 笔者(李元友)