Cocos2D-x游戏开发之十六:创办会运动的精灵

Cocos2D-x游戏开发之十六:创建会运动的精灵

今天我们试着让我们的精灵动起来,当然我们知道所谓的动就是让精灵在多副图之间切换,所以我们开始之前先准备15张精灵运动图片,然后用工具将这些图片打包。所以当我们准备好这一切之后就可以开始编码了。

void Player::run()
{
CCSpriteFrameCache * freamCache = CCSpriteFrameCache::sharedSpriteFrameCache();
freamCache->addSpriteFramesWithFile("run.plist","run.png");
CCSpriteFrame *frame  = NULL;
CCArray *freamlist =CCArray::create();
for (int i =1; i <= 15 ; i++)
{

	frame = freamCache->spriteFrameByName(CCString::createWithFormat("run%d.png",i)->getCString());
	freamlist->addObject(frame);
}
CCAnimation *anination = CCAnimation::createWithSpriteFrames(freamlist);
anination->setLoops(-1);
anination->setDelayPerUnit(0.08f);
CCAnimate *animate = CCAnimate::create(anination);
m_sprite->runAction(animate);
}

我们在我们之前已经有的Player角色类中添加一个Run函数,然后在场景中创建完player对象之后调用run函数,我们的精灵就可以动起来了。

CCSize size = CCDirector::sharedDirector()->getWinSize();
	CCSprite *sprite = CCSprite::create("player.png");
	Player *player = Player::create();
	player->BindSprite(sprite);
	
	map->addChild(player);
	CCTMXObjectGroup * objgroup=map->objectGroupNamed("player");
	CCDictionary * playerpoint =objgroup->objectNamed("playerpoint");
	float x = playerpoint->valueForKey("x")->floatValue();
	float y = playerpoint->valueForKey("y")->floatValue();
	player->setPosition(ccp(x,y));
	player->run();

这样就完成了最后总的结果:

Cocos2D-x游戏开发之十六:创办会运动的精灵