
温馨提示:
Tests-V3.8\tests\cpp-tests\Resources\spine文件夹下有raptor.atlas、raptor.Json、raptor.png文件
HelloWorldScene.h文件
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" class HelloWorld : public cocos2d::Layer { public: // there's no 'ID' in cpp,so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'ID' in cocos2d-iphone virtual bool init(); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); }; #endif // __HELLOWORLD_SCENE_H__ HelloWorldScene.cpp文件
#include "HelloWorldScene.h"#include "cocostudio/CocoStudio.h"#include "ui/CocosGUI.h"#include "spine\spine.h"#include <spine/spine-cocos2dx.h>USING_NS_CC;using namespace spine;using namespace cocostudio::timeline;Scene* HelloWorld::createScene(){ // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){ ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } auto rootNode = csloader::createNode("MainScene.csb"); Vec2 visiable = Director::getInstance()->getVisibleSize(); auto skeletonNode = new SkeletonAnimation("raptor.Json","raptor.atlas"); skeletonNode->setposition(Vec2(visiable.x /2,50)); skeletonNode->setScale(0.5); //0.一个一个执行,过度时不会卡顿 //skeletonNode->setMix("walk","gungrab",0.5f); //1.轨道、走路动作、是否循环 skeletonNode->setAnimation(0,"walk",true); ////2.setAnimation方法只能播放一种动画,所以当要连续播放不同的动画时,需要使用addAnimation方法来实现,它可以一条一条的播放不同的动画。 skeletonNode->setAnimation(1,"empty",false); skeletonNode->addAnimation(1,"gungrab",false,2); //3.动画的播放快慢 skeletonNode->setTimeScale(0.5f); //4.是否显示骨骼 skeletonNode->setDeBUGBonesEnabled(true); addChild(skeletonNode); addChild(rootNode); return true;}总结
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