cocos2dx 4.0動畫創建
直接上代碼
//創建紋理
auto texture= Director::getInstance()->getTextureCache()->addImage("frame3/deathboom.png");
//自己設置紋理上面的幀
auto frame0 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 0.0f, 94.0f, 92.0f));
auto frame1 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 1.0f, 94.0f, 92.0f));
auto frame2 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 2.0f, 94.0f, 92.0f));
auto frame3 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 3.0f, 94.0f, 92.0f));
auto frame4 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 4.0f, 94.0f, 92.0f));
auto frame5 = SpriteFrame::createWithTexture(texture, Rect(0.0f, 92.0f * 5.0f, 94.0f, 92.0f));
//生成一個動畫數組並放入動畫幀
Vector<SpriteFrame *> arr;
arr.pushBack(frame0);
arr.pushBack(frame1);
arr.pushBack(frame2);
arr.pushBack(frame3);
arr.pushBack(frame4);
arr.pushBack(frame5);
//創建動畫信息
Animation * amt = Animation::createWithSpriteFrames(arr, 0.2f);
//創建動畫
Animate * amt2 = Animate::create(amt);
//創建精靈
auto sprite2 = Sprite::createWithSpriteFrame(frame0 );
//將精靈放入場景
addChild(sprite2);
//這裏默認只播放一次
sprite2->runAction(amt2);
/**
* 播放多次的代碼
* Repeat* repeat = Repeat::create(amt, 10);
* sprite2->runAction(repeat);
*/
關於老版本的cocos2d創建動畫可以參考https://blog.csdn.net/freebazzi/article/details/27639001這一片博文
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