//INITS
void GameScreen::InitAnimation()
{
	SpriteBatchNode* spritebatch = SpriteBatchNode::create("Assets/Animation/Idle.png");

	SpriteFrameCache* cache = SpriteFrameCache::getInstance();
	cache->addSpriteFramesWithFile("Assets/Animation/Idle.plist");

	_santaPaused = Sprite::createWithSpriteFrameName("Assets/Santa/idle_0001.png");
	spritebatch->addChild(_santaPaused);
	addChild(spritebatch);
	_santaPaused->setPosition(Vec2(-_winSizeW*0.5f, _winSizeH*0.7f));

	Vector<SpriteFrame*> animFrames;

	char str[100] = { 0 };
	for (int i = 1; i <= 12; i++)
	{
		sprintf(str, "Assets/Santa/idle_%04d.png", i);
		SpriteFrame* frame = cache->getSpriteFrameByName(str);
		animFrames.pushBack(frame);
	}

	Animation* animation = Animation::createWithSpriteFrames(animFrames, 0.1f);
	_santaPaused->runAction(RepeatForever::create(Animate::create(animation)));
}
bool HeroPlane::init(){

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Point origin = Director::getInstance()->getVisibleOrigin();

	SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();
	frameCache->addSpriteFramesWithFile("heroplane.plist", "heroplane.png");//加载全局资源

	plane = Sprite::createWithSpriteFrameName("plane1.png");//生成飞机
	
	plane->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 5));
	this->addChild(plane, 0, 1);

	Blink *blink = Blink::create(3,8);//闪烁动画
	Animation* animation = Animation::create();
	animation->setDelayPerUnit(0.1f);
	animation->addSpriteFrame(frameCache->getSpriteFrameByName("plane1.png"));
	animation->addSpriteFrame(frameCache->getSpriteFrameByName("plane2.png"));
	Animate* animate = Animate::create(animation);//帧动画

	plane->runAction(blink);//执行闪烁动画
	plane->runAction(RepeatForever::create(animate));// 执行帧动画

	//开启触摸事件,让飞机跟随手指移动
	auto listen = EventListenerTouchOneByOne::create();
	listen->onTouchBegan = CC_CALLBACK_2(HeroPlane::onTouchBegan, this);
	listen->onTouchMoved = CC_CALLBACK_2(HeroPlane::onTouchMoved, this);
	listen->onTouchEnded = CC_CALLBACK_2(HeroPlane::onTouchEened, this);
	listen->onTouchCancelled = CC_CALLBACK_2(HeroPlane::onTouchCancelled, this);
	listen->setSwallowTouches(false);
	Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen, this);

	return true;
}
Beispiel #3
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void XHelper::runAnimation(string name, int count, float time, bool isRepeat, Sprite* _sprite)
{
	if (_sprite != nullptr)
	{
		_sprite->getActionManager()->removeAllActionsFromTarget(_sprite);
		//CCLOG(&name[0]);

		SpriteFrameCache* cache = SpriteFrameCache::getInstance();
		cache->addSpriteFramesWithFile(name + ".plist");

		//Chuyển thành sprite frame
		Animation* animation = Animation::create();
		animation->setDelayPerUnit(time);
		char frameName[100];
		for (int i = 1; i <= count; i++)
		{
			sprintf(frameName, "%s%d.png", &name[0], i);
			//CCLOG("framename : %s", frameName);
			auto frame = cache->getSpriteFrameByName(frameName);
			animation->addSpriteFrame(frame);
		}

		Action* action = nullptr;
		if (isRepeat)
			action = RepeatForever::create(Animate::create(animation));
		else action = Animate::create(animation);


		_sprite->runAction(action);
	}
	else{
		log("XHelper::runAnimation : _sprite iss null");
	}

}
Beispiel #4
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void ShopLayer::RefreshShopList(Ref*pSender)
{
	if (shadow->isVisible())
	{
		shadow->setVisible(false);
	}
	int _count = UserProfile::instance()->GetShopItemCount();
	rongqi = Widget::create();
	SpriteFrameCache * cache = SpriteFrameCache::getInstance();
	for (auto i = 0; i < SHOPITEMNUM; i++)
	{
		CAKE = CSLoader::createNode("shop_info.csb");
		CAKE->setPosition(Vec2(i % 3* 230 + 75, (-i/3*180) + 262));
		CAKE->setTag(i);
		auto pro_id_btn = dynamic_cast<Button*>(CAKE->getChildByName("shop_id_01_node")->getChildByTag(1));
		pro_id_btn->setTag(i+1);
		goods_name = dynamic_cast<Text*>(CAKE->getChildByName("shop_id_01_node")->getChildByName("Text"));
		goods_name->setTag(i);
		goods_price = dynamic_cast<Text*>(CAKE->getChildByName("shop_id_01_node")->getChildByName("coin_num_text"));
		goods_price->setTag(i);
		goods_level = dynamic_cast<Text*>(CAKE->getChildByName("shop_id_01_node")->getChildByName("Cur_lev"));
		goods_level->setTag(i);
		String * str_shop_id = String::createWithFormat("shop_id_%02d", i + 1);
		int cur_level = UserProfile::instance()->GetShopItemLevel(i);
		pro_id_btn->addClickEventListener(CC_CALLBACK_1(ShopLayer::BuyProp, this));
		goods_isheigh = dynamic_cast<Text*>(CAKE->getChildByName("shop_id_01_node")->getChildByName("Heigh_Lev"));
		goods_isheigh->setVisible(false);
		int test = atoi(goods_level->getString().c_str());
		switch (i)
		{
		case 0:
		case 2:
		case 3:
			if (cur_level == 2)
			{
				goods_isheigh->setVisible(true);
				pro_id_btn->setEnabled(false);
				cur_level = 1;
			}

			break;
		default:
			if (cur_level == 3)
			{
				goods_isheigh->setVisible(true);
				pro_id_btn->setEnabled(false);
				cur_level = 2;
			}
			break;
		}
		goods_name->setString(Json::getInstance()->getJson("ITEM", i, str_shop_id->getCString(), "ITEM_NAME", cur_level));
		goods_price->setString(Json::getInstance()->getJson("ITEM", i, str_shop_id->getCString(), "ITEM_SOLD_PRICE", cur_level));
		goods_level->setString(Json::getInstance()->getJson("ITEM", i, str_shop_id->getCString(), "ITEM_LEVEL", cur_level));
		std::string sp_name = Json::getInstance()->getJson("ITEM", i, str_shop_id->getCString(), "ITEM_IMAGE", cur_level);
		sp_image = dynamic_cast<Sprite*>(CAKE->getChildByName("shop_id_01_node")->getChildByName("sp_image"));
		sp_image->setDisplayFrame(cache->getSpriteFrameByName(sp_name));
		rongqi->addChild(CAKE);
	}
	item_layout->addChild(rongqi);
}
Beispiel #5
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Sprite* CTextRich::makeAnim( Sprite* pTarget,RenderElement elem )
{
	SpriteFrameCache *pCache = SpriteFrameCache::getInstance();
	Vector<SpriteFrame*> v;

	SpriteFrame *pFrame = NULL;
	int index = 1;
	char buf[128] = {0};
	do
	{
		sprintf(buf,"%s%d.png",elem.anim.c_str(),index++);
		pFrame = pCache->getSpriteFrameByName(buf);
		if(pFrame == NULL){
			break;
		}
		v.pushBack(pFrame);
	} while (true);

	Animation *pAnim = Animation::createWithSpriteFrames(v);
	pAnim->setLoops(elem.isLoop?-1:0);
	pAnim->setRestoreOriginalFrame(true);
	pAnim->setDelayPerUnit(elem.delay);
	pTarget->setContentSize(v.at(0)->getOriginalSize());
	pTarget->stopAllActions();
	pTarget->runAction(Animate::create(pAnim));
	pTarget->setUserData(  elem.data != "" ?  new std::string(elem.data) : nullptr );
    return pTarget;
}
bool HelloWorld::init()
{
	if ( !Layer::init() )
	{
		return false;
	}

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	auto background = Sprite::create("background.png");//加载背景精灵
	background->setAnchorPoint(Vec2::ZERO);
    this->addChild(background,0);
	
	SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();//单例对象
	frameCache->addSpriteFramesWithFile("SpriteSheet.plist");//加载精灵图集

    auto mountain1 = Sprite::createWithSpriteFrameName("mountain1.png");//通过精灵帧名创建精灵
	mountain1->setAnchorPoint(Vec2::ZERO);//设置锚点
    mountain1->setPosition(Vec2(-200,80));
    this->addChild(mountain1,0);

	SpriteFrame *heroSpriteFrame = frameCache->getSpriteFrameByName("hero1.png");//通过精灵帧名字获取精灵帧
	Sprite *hero1 = Sprite::createWithSpriteFrame(heroSpriteFrame);//通过精灵帧创建精灵
	//上面的两条语句相当于前面一条语句的效果auto mountain1 = Sprite::createWithSpriteFrameName("mountain1.png");
    hero1->setPosition(Vec2(800,200));
    this->addChild(hero1,0);

	return true;
}
bool WalkerLayer::init()
{
	if (!Layer::init())	{
		CCLOG("Error in init WalkerLayer!");
		return false;
	}

	float screenWidth = Director::getInstance()->getVisibleSize().width;

	SpriteFrameCache *cache = SpriteFrameCache::getInstance();
	cache->addSpriteFramesWithFile(WALKER_PLIST_PATH, WALKER_TEXTURE_PATH);

	char frameName[30];
	Sprite *walker = Sprite::create();
	walker->setAnchorPoint(Vec2(0.5f, 0.0f));
	walker->setPosition(Vec2(screenWidth * 0.5, _vPos));
	addChild(walker, 0, "walker");

	Animation *walkAnimation = Animation::create();
	for (int i = 1; i <= _frameCount; ++i) {
		sprintf_s(frameName, 20, "%s%d.png", _name.c_str(), i);
		walkAnimation->addSpriteFrame(cache->getSpriteFrameByName(frameName));
	}
	for (int i = _frameCount; i > 1; --i) {
		sprintf_s(frameName, 20, "%s%d.png", _name.c_str(), i);
		walkAnimation->addSpriteFrame(cache->getSpriteFrameByName(frameName));
	}
	walkAnimation->setLoops(-1);
	walkAnimation->setRestoreOriginalFrame(false);
	walkAnimation->setDelayPerUnit(0.2f);

	walker->runAction(RepeatForever::create(Animate::create(walkAnimation)));

	return true;
}
KDvoid SampleLayer::addCharacter ( KDvoid )
{
	// plist 에서 달리기 애니매이션 로딩
	SpriteFrameCache*	pFrameCache = SpriteFrameCache::getInstance ( );
	pFrameCache->addSpriteFramesWithFile ( "ch01.plist" );

	Dictionary*		pDictionary = Dictionary::createWithContentsOfFile ( "ch01_1_aniinfo.plist" );
	Array*			pAnimationList = (Array*) pDictionary->objectForKey ( "animationlist" );
	Array*			pFrameList = (Array*) pDictionary->objectForKey ( "framelist" );
	String*			pName = (String*) pDictionary->objectForKey ( "name" );
	String*			pTexture = (String*) pDictionary->objectForKey ( "texture" );
	String*			pType = (String*) pDictionary->objectForKey ( "type" );

	Dictionary*		pAnimationItem = (Dictionary*) pAnimationList->getObjectAtIndex ( 12 );

	Array*			pTemp = (Array*) pAnimationItem->objectForKey ( "FrameList" );
	KDfloat			fTemp = ( (String*) pAnimationItem->objectForKey ( "FPS" ) )->floatValue ( );

	Array*			pArraySpriteFrame = Array::createWithCapacity ( pTemp->count ( ) );

	Animation*		pAnimation = Animation::create ( );

	for ( KDint32 i = 0; i < pTemp->count ( ); i++ )
	{
		KDint		ii = ( (String*) pTemp->getObjectAtIndex ( i ) )->intValue ( );
		String*		pString = (String*) pFrameList->getObjectAtIndex ( ii );
		pAnimation->addSpriteFrame ( pFrameCache->getSpriteFrameByName ( pString->getCString ( ) ) );
	}
	pAnimation->setDelayPerUnit ( fTemp );

	Sprite*			pSprite = Sprite::createWithSpriteFrameName ( ( (String*) pFrameList->getObjectAtIndex ( 21 ) )->getCString ( ) );
	Point			tPoint = Point ( Point ( 100, 200 ) );
	Point tOffset = pSprite->getDisplayFrame ( )->getOffset ( );
	pSprite->setPosition ( tPoint - tOffset );
	
	pSprite->runAction ( RepeatForever::create ( Animate::create ( pAnimation ) ) );
	pSprite->setTag ( 10 );
	this->addChild ( pSprite );

	// Box2D body setting
	b2BodyDef		tBodyDef;
	tBodyDef.type = b2_dynamicBody;
	tBodyDef.position.Set ( tPoint.x / PTM_RATIO, tPoint.y / PTM_RATIO );
	tBodyDef.userData = pSprite;

	b2PolygonShape	tDynamicBox;
	Size tSize = pSprite->getDisplayFrame ( )->getRect ( ).size;
	tDynamicBox.SetAsBox ( tSize.width / 2 / PTM_RATIO, tSize.height / 2 / PTM_RATIO );

	m_pBody = m_pWorld->CreateBody ( &tBodyDef );

	b2FixtureDef	tFixtureDef;
	tFixtureDef.shape = &tDynamicBox;
	tFixtureDef.density = 1.0f;
	tFixtureDef.friction = 0.0f;

	m_pBody->CreateFixture ( &tFixtureDef );
}
bool StartLayer::init()
{
	bool ret = false;
	do {
		CC_BREAK_IF(!Layer::init());

		Size s = Director::getInstance()->getWinSize();

		SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();
		frameCache->addSpriteFramesWithFile("ui/shoot_background.plist", "ui/shoot_background.png");
		frameCache->addSpriteFramesWithFile("ui/shoot.plist");

		Sprite *backGround = Sprite::createWithSpriteFrameName("background.png");
		backGround->setPosition(Point(s.width * 0.5, s.height * 0.5));
		addChild(backGround, -1, 0);

		Sprite *title = Sprite::createWithSpriteFrameName("shoot_copyright.png");
		title->setPosition(Point(s.width * 0.5, s.height * 2 / 3));
		addChild(title, 0, 1);

		Sprite *gameLoad = Sprite::createWithSpriteFrameName(LOADIMAGE[0].c_str());
		gameLoad->setPosition(Point(s.width * 0.5, s.height * 0.5));
		addChild(gameLoad, 0, 2);

		Animation* animation = Animation::create();
		animation->setDelayPerUnit(0.4f);
		animation->addSpriteFrame(frameCache->getSpriteFrameByName(LOADIMAGE[0].c_str()));
		animation->addSpriteFrame(frameCache->getSpriteFrameByName(LOADIMAGE[1].c_str()));
		animation->addSpriteFrame(frameCache->getSpriteFrameByName(LOADIMAGE[2].c_str()));
		animation->addSpriteFrame(frameCache->getSpriteFrameByName(LOADIMAGE[3].c_str()));
		Animate* animate = Animate::create(animation);
		gameLoad->runAction(RepeatForever::create(animate));

		auto touchListener = EventListenerTouchOneByOne::create();
		touchListener->setSwallowTouches(true);
		touchListener->onTouchEnded = [](Touch *touch, Event *event) {
			Scene *st = Scene::create();
			BackgroundLayer *back = BackgroundLayer::create();
			st->addChild(back);
            GameLayer *gameLayer = GameLayer::create();
            st->addChild(gameLayer);

			Director::getInstance()->replaceScene(st);
			return;
		};
		touchListener->onTouchMoved = [](Touch* touch, Event* event){
			return;
		};

		touchListener->onTouchBegan = [](Touch *touch, Event *event) {
			return true;
		};
		_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
		ret = true;
	} while (0);
	return ret;
}
Beispiel #10
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void Sprite::setSpriteFrame(const std::string &spriteFrameName)
{
    SpriteFrameCache *cache = SpriteFrameCache::getInstance();
    SpriteFrame *spriteFrame = cache->getSpriteFrameByName(spriteFrameName);

    CCASSERT(spriteFrame, std::string("Invalid spriteFrameName :").append(spriteFrameName).c_str());

    setSpriteFrame(spriteFrame);
}
Beispiel #11
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void Sprite::setSpriteFrame(const std::string &spriteFrameName)
{
    SpriteFrameCache *cache = SpriteFrameCache::getInstance();
    SpriteFrame *spriteFrame = cache->getSpriteFrameByName(spriteFrameName);

    CCASSERT(spriteFrame, "Invalid spriteFrameName");

    setSpriteFrame(spriteFrame);
}
Beispiel #12
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bool PlayLayer::init()
{
    if(!BaseLayer::init())
    {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();

    MenuItemFont *back = MenuItemFont::create("back", CC_CALLBACK_1(PlayLayer::back, this));
    Menu *menu = Menu::create(back, NULL);
    menu->setPosition(visibleSize.width*9/10, visibleSize.height*9/10);

    this->addChild(menu);

    SpriteFrameCache* cache = SpriteFrameCache::getInstance();
    cache->addSpriteFramesWithFile("UI.plist", "UI.png");

    mJoystick = NULL;
    mJoystick = new SneakyJoystick();
    mJoystick->initWithRect(Rect::ZERO);
    mJoystick->setAutoCenter(true);
    mJoystick->setHasDeadzone(true);
    mJoystick->setDeadRadius(10);
    SneakyJoystickSkinnedBase* jstickSkin = new SneakyJoystickSkinnedBase();
    jstickSkin->autorelease();
    jstickSkin->init();
    jstickSkin->setBackgroundSprite(CCSprite::createWithSpriteFrameName("JoyStick-base.png"));
    jstickSkin->setThumbSprite(CCSprite::createWithSpriteFrameName("JoyStick-thumb.png"));
    //jstickSkin->getThumbSprite()->setScale(0.5f);
    jstickSkin->setPosition(visibleSize.width*1/10, visibleSize.width*1/10);
    jstickSkin->setJoystick(mJoystick);
    this->addChild(jstickSkin);

    mButtonA = NULL;
    mButtonA = new SneakyButton();
    mButtonA->initWithRect(Rect::ZERO);
    mButtonA->setIsToggleable(false);
    mButtonA->setIsHoldable(true);
    SneakyButtonSkinnedBase* btnASkin = new SneakyButtonSkinnedBase();
    btnASkin->autorelease();
    btnASkin->init();
    btnASkin->setPosition(visibleSize.width*9/10, visibleSize.width*1/10);
    btnASkin->setDefaultSprite(CCSprite::createWithSpriteFrameName("button-default.png"));
    btnASkin->setPressSprite(CCSprite::createWithSpriteFrameName("button-pressed.png"));
    btnASkin->setActivatedSprite(CCSprite::createWithSpriteFrameName("button-activated.png"));
    //btnASkin->setDisabledSprite(CCSprite::createWithSpriteFrameName("button-disabled.png"));
    btnASkin->setButton(mButtonA);
    this->addChild(btnASkin);

    this->schedule(schedule_selector(PlayLayer::inputUpdate));

    startPlay();

    return true;
}
Beispiel #13
0
Vector<SpriteFrame*>* Face::createFrameVector(const std::string& patternName, int startFrame, int endFrame) {
	SpriteFrameCache *spriteFrameCache = SpriteFrameCache::getInstance();
    Vector<SpriteFrame*>*framesVector = new Vector<SpriteFrame*>;
	char frameName[128];
	for(int i = startFrame; i <= endFrame; i++){
		sprintf(frameName, patternName.c_str(), i);
		framesVector->pushBack(spriteFrameCache->getSpriteFrameByName(frameName));
	}
	return framesVector;
}
Beispiel #14
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Tank* Tank::createTankWithTankType(const char* tankTypeName, TileMapInfo* tileMapInfo)
{
    SpriteFrameCache* pCache = SpriteFrameCache::getInstance();
    pCache->addSpriteFramesWithFile("tank.plist");

    Tank* tank = new Tank();
    tank->initTankWithTankType(tankTypeName, tileMapInfo);
    tank->autorelease();

    return tank;
}
Beispiel #15
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void Pipe::addPipe(float dt)
{
    SpriteFrameCache *pFrameCache = SpriteFrameCache::getInstance();
    auto pipe_up = Sprite::createWithSpriteFrame(pFrameCache->getSpriteFrameByName("pipe_up.png"));
    pipe_up->setPosition(Point(pipe_up->getContentSize().width/2,pipe_up->getContentSize().height/2));
    auto body_up=PhysicsBody::create();
    auto body_shape_up=PhysicsShapeBox::create(pipe_up->getContentSize());
    body_up->addShape(body_shape_up);
    body_up->setDynamic(false);
    body_up->setGravityEnable(false);
    body_up->setCategoryBitmask(1);
    body_up->setCollisionBitmask(-1);
    body_up->setContactTestBitmask(-1);
    pipe_up->setPhysicsBody(body_up);
    
    //向下管道初始化,这边的THROUGH_HEIGHT是两根管道之间的空隙
    auto pipe_down = Sprite::createWithSpriteFrame(pFrameCache->getSpriteFrameByName("pipe_down.png"));
    pipe_down->setPosition(Point(pipe_down->getContentSize().width/2,pipe_down->getContentSize().height/2+pipe_up->getContentSize().height+THROUGH_HEIGHT));
    auto body_down=PhysicsBody::create();
    auto body_shape_down=PhysicsShapeBox::create(pipe_down->getContentSize());
    body_down->addShape(body_shape_down);
    body_down->setDynamic(false);
    body_down->setGravityEnable(false);
    body_down->setCategoryBitmask(1);
    body_down->setCollisionBitmask(-1);
    body_down->setContactTestBitmask(-1);
    pipe_down->setPhysicsBody(body_down);
    
    //这边的node相当于一个容器把这两个管道封装在一个节点中并设置target
    auto node=Node::create();
    node->addChild(pipe_up,0,PIPE_UP);
    node->addChild(pipe_down,0,PIPE_DOWN);
    node->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
    
    //关于管道Y坐标的设置(就是管道上下长度不一样的处理),大家还是看图例,说不清楚
    //管道是从右边移动到左边,所以PIPE_X的值肯定比游戏的width要大这里设定是300
    int range=rand()%PIPE_RANGE;
    node->setPosition(Point(PIPE_X, PIPE_Y + range));
    
    ActionManager *pActionManager = Director::getInstance()->getActionManager();
    MoveBy *pMoveBy = MoveBy::create(3.2f, Point(-400, 0));
    CallFuncN *pMoveOverCallback = CallFuncN::create(CC_CALLBACK_1(Pipe::moveOverHandle, this));
    ActionInterval *pSeq = Sequence::create(pMoveBy, pMoveOverCallback, nullptr);
    pActionManager->addAction(pSeq, node, false);
    
    this->addChild(node);
    pPipeVector.pushBack(node);
    if (isStart) {
        scheduleUpdate();
        isStart = false;
    }
}
void AnimationCache::parseVersion2(const ValueMap& animations)
{
    SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();

    for (auto iter = animations.cbegin(); iter != animations.cend(); ++iter)
    {
        std::string name = iter->first;
        ValueMap& animationDict = const_cast<ValueMap&>(iter->second.asValueMap());

        const Value& loops = animationDict["loops"];
        bool restoreOriginalFrame = animationDict["restoreOriginalFrame"].asBool();

        ValueVector& frameArray = animationDict["frames"].asValueVector();

        if ( frameArray.empty() )
        {
            CCLOG("cocos2d: AnimationCache: Animation '%s' found in dictionary without any frames - cannot add to animation cache.", name.c_str());
            continue;
        }

        // Array of AnimationFrames
        Vector<AnimationFrame*> array(static_cast<int>(frameArray.size()));

        for (auto& obj : frameArray)
        {
            ValueMap& entry = obj.asValueMap();
            std::string spriteFrameName = entry["spriteframe"].asString();
            SpriteFrame *spriteFrame = frameCache->getSpriteFrameByName(spriteFrameName);

            if( ! spriteFrame ) {
                CCLOG("cocos2d: AnimationCache: Animation '%s' refers to frame '%s' which is not currently in the SpriteFrameCache. This frame will not be added to the animation.", name.c_str(), spriteFrameName.c_str());

                continue;
            }

            float delayUnits = entry["delayUnits"].asFloat();
            Value& userInfo = entry["notification"];

            AnimationFrame *animFrame = AnimationFrame::create(spriteFrame, delayUnits, userInfo.getType() == Value::Type::MAP ? userInfo.asValueMap() : ValueMapNull);

            array.pushBack(animFrame);
        }

        float delayPerUnit = animationDict["delayPerUnit"].asFloat();
        Animation *animation = Animation::create(array, delayPerUnit, loops.getType() != Value::Type::NONE ? loops.asInt() : 1);

        animation->setRestoreOriginalFrame(restoreOriginalFrame);

        AnimationCache::getInstance()->addAnimation(animation, name);
    }
}
void AnimationCache::parseVersion1(Dictionary* animations)
{
    SpriteFrameCache *frameCache = SpriteFrameCache::sharedSpriteFrameCache();

    DictElement* pElement = NULL;
    CCDICT_FOREACH(animations, pElement)
    {
        Dictionary* animationDict = (Dictionary*)pElement->getObject();
        Array* frameNames = (Array*)animationDict->objectForKey("frames");
        float delay = animationDict->valueForKey("delay")->floatValue();
        Animation* animation = NULL;

        if ( frameNames == NULL ) 
        {
            CCLOG("cocos2d: AnimationCache: Animation '%s' found in dictionary without any frames - cannot add to animation cache.", pElement->getStrKey());
            continue;
        }

        Array* frames = Array::createWithCapacity(frameNames->count());
        frames->retain();

        Object* pObj = NULL;
        CCARRAY_FOREACH(frameNames, pObj)
        {
            const char* frameName = ((String*)pObj)->getCString();
            SpriteFrame* spriteFrame = frameCache->spriteFrameByName(frameName);

            if ( ! spriteFrame ) {
                CCLOG("cocos2d: AnimationCache: Animation '%s' refers to frame '%s' which is not currently in the SpriteFrameCache. This frame will not be added to the animation.", pElement->getStrKey(), frameName);

                continue;
            }

            AnimationFrame* animFrame = new AnimationFrame();
            animFrame->initWithSpriteFrame(spriteFrame, 1, NULL);
            frames->addObject(animFrame);
            animFrame->release();
        }

        if ( frames->count() == 0 ) {
            CCLOG("cocos2d: AnimationCache: None of the frames for animation '%s' were found in the SpriteFrameCache. Animation is not being added to the Animation Cache.", pElement->getStrKey());
            continue;
        } else if ( frames->count() != frameNames->count() ) {
            CCLOG("cocos2d: AnimationCache: An animation in your dictionary refers to a frame which is not in the SpriteFrameCache. Some or all of the frames for the animation '%s' may be missing.", pElement->getStrKey());
        }

        animation = Animation::create(frames, delay, 1);

        AnimationCache::sharedAnimationCache()->addAnimation(animation, pElement->getStrKey());
        frames->release();
    }    
void AnimationCache::parseVersion1(const ValueMap& animations)
{
    SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();

    for (auto iter = animations.cbegin(); iter != animations.cend(); ++iter)
    {
        const ValueMap& animationDict = iter->second.asValueMap();
        const ValueVector& frameNames = animationDict.at("frames").asValueVector();
        float delay = animationDict.at("delay").asFloat();
        Animation* animation = nullptr;

        if ( frameNames.empty() )
        {
            CCLOG("cocos2d: AnimationCache: Animation '%s' found in dictionary without any frames - cannot add to animation cache.", iter->first.c_str());
            continue;
        }

        ssize_t frameNameSize = frameNames.size();
        Vector<AnimationFrame*> frames(frameNameSize);

        for (auto& frameName : frameNames)
        {
            SpriteFrame* spriteFrame = frameCache->getSpriteFrameByName(frameName.asString());

            if ( ! spriteFrame ) {
                CCLOG("cocos2d: AnimationCache: Animation '%s' refers to frame '%s' which is not currently in the SpriteFrameCache. This frame will not be added to the animation.", iter->first.c_str(), frameName.asString().c_str());

                continue;
            }

            AnimationFrame* animFrame = AnimationFrame::create(spriteFrame, 1, ValueMap());
            frames.pushBack(animFrame);
        }

        if ( frames.empty() )
        {
            CCLOG("cocos2d: AnimationCache: None of the frames for animation '%s' were found in the SpriteFrameCache. Animation is not being added to the Animation Cache.", iter->first.c_str());
            continue;
        }
        else if ( frames.size() != frameNameSize )
        {
            CCLOG("cocos2d: AnimationCache: An animation in your dictionary refers to a frame which is not in the SpriteFrameCache. Some or all of the frames for the animation '%s' may be missing.", iter->first.c_str());
        }

        animation = Animation::create(frames, delay, 1);

        AnimationCache::getInstance()->addAnimation(animation, iter->first.c_str());
    }
}
Beispiel #19
0
void Sprite::setSpriteFrame(const std::string &spriteFrameName)
{
    CCASSERT(!spriteFrameName.empty(), "Sprite::setSpriteFrame-->spriteFrameName should not be empty!");
    if (spriteFrameName.empty())
    {
        return;
    }

    SpriteFrameCache *cache = SpriteFrameCache::getInstance();
    SpriteFrame *spriteFrame = cache->getSpriteFrameByName(spriteFrameName);

    CCASSERT(spriteFrame, std::string("Invalid spriteFrameName :").append(spriteFrameName).c_str());

    setSpriteFrame(spriteFrame);
}
KDvoid SampleLayer::initItem ( KDvoid )
{
	SpriteFrameCache*	pFrameCache = SpriteFrameCache::getInstance ( );
	pFrameCache->addSpriteFramesWithFile ( "playing_jelly.plist" );

	m_pJellyDictionary = (Dictionary*) Dictionary::createWithContentsOfFile ( "playing_jelly.plist" )->objectForKey ( "frames" );
	m_pJellyDictionary->retain ( );

	m_pItemArray = Array::create ( );
	m_pItemArray->retain ( );

	m_pTempArray = Array::create ( );
	m_pTempArray->retain ( );

	m_nItemCount = 0;
}
KDvoid SampleLayer::addBackground ( KDvoid )
{
	SpriteFrameCache*	pFrameCache = SpriteFrameCache::getInstance ( );
	pFrameCache->addSpriteFramesWithFile ( "tm01_bg.plist" );

	Sprite*				pSprite1 = Sprite::createWithSpriteFrameName ( "tm01_bg1.png" );
	Sprite*				pSprite2 = Sprite::createWithSpriteFrameName ( "tm01_bg2.png" );
	Sprite*				pSprite3 = Sprite::createWithSpriteFrameName ( "tm01_black.png" );
	Sprite*				pSprite4 = Sprite::create ( "floor.png" );

	pSprite1->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite2->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite3->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite4->setAnchorPoint ( Point ( 0.0f, 0.0f ) );

	pSprite1->getTexture ( )->setAliasTexParameters ( );
	pSprite2->getTexture ( )->setAliasTexParameters ( );
	pSprite3->getTexture ( )->setAliasTexParameters ( );
	pSprite4->getTexture ( )->setAliasTexParameters ( );


	Sprite*				pSprite1_1 = Sprite::createWithSpriteFrameName ( "tm01_bg1.png" );
	Sprite*				pSprite2_1 = Sprite::createWithSpriteFrameName ( "tm01_bg2.png" );
	Sprite*				pSprite3_1 = Sprite::createWithSpriteFrameName ( "tm01_black.png" );
	Sprite*				pSprite4_1 = Sprite::create ( "floor.png" );

	pSprite1_1->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite2_1->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite3_1->setAnchorPoint ( Point ( 0.0f, 0.0f ) );
	pSprite4_1->setAnchorPoint ( Point ( 0.0f, 0.0f ) );

	pSprite1_1->getTexture ( )->setAliasTexParameters ( );
	pSprite2_1->getTexture ( )->setAliasTexParameters ( );
	pSprite3_1->getTexture ( )->setAliasTexParameters ( );
	pSprite4_1->getTexture ( )->setAliasTexParameters ( );

	ParallaxScrollNode*		pParallaxNode = ParallaxScrollNode::create ( );
	
	pParallaxNode->addInfiniteScrollXWithZ ( 0, Point ( 0.5f, 0.0f ), Point ( 0, 0 ), pSprite1, pSprite1_1, KD_NULL );
	pParallaxNode->addInfiniteScrollXWithZ ( 1, Point ( 0.7f, 0.0f ), Point ( 0, 0 ), pSprite2, pSprite2_1, KD_NULL );
	pParallaxNode->addInfiniteScrollXWithZ ( 2, Point ( 1.0f, 0.0f ), Point ( 0, 0 ), pSprite4, pSprite4_1, KD_NULL );
	//pParallaxNode->addInfiniteScrollXWithZ ( 2, Point ( 1.0f, 0.0f ), Point ( 0, 0 ), pSprite3, pSprite3_1, KD_NULL );

	this->addChild ( pParallaxNode , 0, 100 );

	this->schedule ( schedule_selector ( SampleLayer::moveBackground ) );
}
Beispiel #22
0
// on "init" you need to initialize your instance
bool InteractiveLayerV1::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    
    SpriteFrameCache* sfCache = SpriteFrameCache::getInstance();
    sfCache->addSpriteFramesWithFile("btn_lp.plist");
    sfCache->addSpriteFramesWithFile("btn_rp.plist");
    
    //使用第一帧精灵初始化对象,精灵对象的名字与plist中的名字一致
    this->_uiLPBeginFlag = Sprite::createWithSpriteFrameName("btn_lp_00.png");
    this->_uiLPBeginFlag->setPosition(Vec2(origin.x + this->LPBeginFlagPosition, origin.y + 140));
    this->addChild(this->_uiLPBeginFlag, 0);
    
    // add right began flag
    this->_uiRPBeginFlag =  Sprite::createWithSpriteFrameName("btn_rp_00.png");
    this->_uiRPBeginFlag->setPosition(Vec2(origin.y + this->RPBeginFlagPosition, origin.y + 140));
    this->addChild(this->_uiRPBeginFlag, 0);
    
    
    /*
    auto testFlag = Sprite::create("CloseNormal.png");
    testFlag->setName("testFlag");
    // position the sprite on the center of the screen
    testFlag->setPosition(Vec2(0,100));
    this->addChild(testFlag, 0);
     */
    
    //register touch event(touch all)
    auto dispatcher = cocos2d::Director::getInstance()->getEventDispatcher();
    auto listenerTA = EventListenerTouchAllAtOnce::create();
    listenerTA->onTouchesBegan = CC_CALLBACK_2(InteractiveLayerV1::onTouchsBegan, this);
    listenerTA->onTouchesEnded = CC_CALLBACK_2(InteractiveLayerV1::onTouchsEnded, this);
    listenerTA->onTouchesCancelled = CC_CALLBACK_2(InteractiveLayerV1::onTouchsCancelled, this);
    dispatcher->addEventListenerWithSceneGraphPriority(listenerTA, this);
    
    return true;
}
void ProgressBars::createBars(cocos2d::Layer *layerToSpawn)
{
	SpriteFrameCache* cache = SpriteFrameCache::getInstance();
	spriteBatch = SpriteBatchNode::create("Atlases/ui.png");
	cache->addSpriteFramesWithFile("Atlases/ui.plist");

	visibleSize = Director::getInstance()->getVisibleSize();

	originalBarHeight = 172;
	sideOffset = 26;
	topOffset = 10;

    //Bottom food (static)
	Sprite *foodProgressBottom = Sprite::createWithSpriteFrameName("foodBottomProgress.png");
	foodProgressBottom->setPosition(Vec2(sideOffset, (visibleSize.height/2) - originalBarHeight));
	spriteBatch->addChild(foodProgressBottom, 11);

	//Bottom timer (static)
	Sprite *timerProgressBottom = Sprite::createWithSpriteFrameName("timerBottomProgress.png");
	timerProgressBottom->setPosition(Vec2((visibleSize.width) - sideOffset, (visibleSize.height/2) - originalBarHeight));
	spriteBatch->addChild(timerProgressBottom, 11);

	//Middle of progress food left (move down as progress)
	foodProgressMiddle = Sprite::createWithSpriteFrameName("foodMiddleProgress.png");
	foodProgressMiddle->setPosition(Vec2(sideOffset, (visibleSize.height/2)));
	spriteBatch->addChild(foodProgressMiddle, 10);

	//Middle of progress timer (move down as progress)
	timerProgressMiddle = Sprite::createWithSpriteFrameName("timerMiddleProgress.png");
	timerProgressMiddle->setPosition(Vec2((visibleSize.width) - sideOffset, (visibleSize.height/2)));
	spriteBatch->addChild(timerProgressMiddle, 10);

	//Top of progress food left (move down as progress)
	foodProgressTop = Sprite::createWithSpriteFrameName("foodTopProgress.png");
	foodProgressTop->setPosition(Vec2(sideOffset, (visibleSize.height/2) + (originalBarHeight+topOffset)));
	spriteBatch->addChild(foodProgressTop, 12);

	//Top of progress timer (move down as progress)
	timerProgressTop = Sprite::createWithSpriteFrameName("timerTopProgress.png");
	timerProgressTop->setPosition(Vec2((visibleSize.width) - sideOffset, (visibleSize.height/2) + (originalBarHeight+topOffset)));
	spriteBatch->addChild(timerProgressTop, 12);

    layerToSpawn->addChild(spriteBatch);

    resetFood();
}
void Bacterial::setLevel(int value)
{
	if(level != value && value <= MAXLEVEL)
	{
		level = value;
		SpriteFrameCache* cache = SpriteFrameCache::getInstance();
		if(level > 0)
		{
			inited = true;
			SpriteFrame* frame = cache->getSpriteFrameByName(String::createWithFormat("res/%d%d.png", type, level)->getCString());
			bg->setSpriteFrame(frame);
		}
		else
		{
			inited = false;
		}
	}
}
Beispiel #25
0
Size CTextRich::_getMesureSpriteContentSize(const std::string& path)
{
	if (_mesureSprite == nullptr)
	{
		_mesureSprite = Sprite::create();
		_mesureSprite->retain();
	}

	SpriteFrameCache *cache = SpriteFrameCache::getInstance();
	SpriteFrame *spriteFrame = cache->getSpriteFrameByName(path);
	if (spriteFrame)
	{
		_mesureSprite->setSpriteFrame(spriteFrame);
		return _mesureSprite->getContentSize();
	}else{
		CCLOG("miss SpriteFrame: ",path.c_str());
		return Size();
	}
}
Beispiel #26
0
cocos2d::Animation * Entity::createAnimation(const char *str, int num) {
	//»ñÈ¡»º´æʵÀý
	SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();

	SpriteFrame *frame = nullptr;
	Vector<SpriteFrame*> frameVec;


	for (int i = 0; i < num; i++) {
		frame = frameCache->getSpriteFrameByName(StringUtils::format("%s%d.png", str, i));
		frameVec.pushBack(frame);
	}

	Animation *animation = Animation::createWithSpriteFrames(frameVec);
	animation->setLoops(-1);
	animation->setDelayPerUnit(0.2f);

	return animation;
}
Beispiel #27
0
Action* CSprite::createFrameCaheAction(const string& pattern, int count, float duration, bool loop) {
    SpriteFrameCache* spriteFrameCache = SpriteFrameCache::getInstance();
    Vector<SpriteFrame*>* framesVector = new Vector<SpriteFrame*>;
    char frameName[128];
    for(int i = 1; i <= count; i++){
        sprintf(frameName, pattern.c_str(), i);
        SpriteFrame* frame = spriteFrameCache->getSpriteFrameByName(frameName);
        framesVector->pushBack(frame);
    }

    float delay = duration / framesVector->size();
    Animation* animation = Animation::createWithSpriteFrames(*framesVector, delay);
    Animate* animate = Animate::create(animation);
    Action* action = NULL;
    if (loop) {
        action = RepeatForever::create(animate);
    } else {
        action = (Action*) animate;
    }
    delete framesVector;
    return action;
}
bool MenuLayer::init()
{
	if (!Layer::init())
	{
		return false;
	}
	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();
	auto closeItem = MenuItemImage::create("","",CC_CALLBACK_1(MenuLayer::menuCloseCallback, this));
	SpriteFrameCache *cache = SpriteFrameCache::getInstance();
	SpriteFrame *frameNormal = cache->getSpriteFrameByName("CloseNormal.png");
	closeItem->setNormalSpriteFrame(frameNormal);
	SpriteFrame *frameSelected = cache->getSpriteFrameByName("CloseSelected.png");
	closeItem->setNormalSpriteFrame(frameSelected);
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width / 2,
								origin.y + closeItem->getContentSize().height / 2));
	auto menu = Menu::create(closeItem, NULL);
	menu->setPosition(Vec2::ZERO);
	this->addChild(menu, 0);

	return true;
}
bool SpriteAnimation::init(const std::string& plist, float delay)
{
	if (!Sprite::init())
	{
		return false;
	}
	
	_animation = AnimationCache::getInstance()->getAnimation(plist);
	
	if (!_animation)
	{
		SpriteFrameCache* cache = SpriteFrameCache::getInstance();
		cache->addSpriteFramesWithFile(plist);
		
		FrameParser parser;
        Vector<SpriteFrame*> animFrames = parser.getFrames(plist);
		
		_animation = Animation::createWithSpriteFrames(animFrames, delay);
		
		AnimationCache::getInstance()->addAnimation(_animation, plist);
	}
	
    if (_animation->getFrames().empty())
    {
        return false;
    }
    
	_action = Animate::create(_animation);
	_action->retain();
	
	_repeatAction = RepeatForever::create(_action);
	_repeatAction->retain();
	
	//set the current frame to first frame of animation
	setSpriteFrame(_animation->getFrames().at(0)->getSpriteFrame());
    
	return true;
}
Beispiel #30
0
RepeatForever* PeerJelly::moving()
{
    // 3. repeat the frame
    int numFrame = 3;

    cocos2d::Vector<cocos2d::SpriteFrame *> frames;
    SpriteFrameCache *frameCache = SpriteFrameCache::getInstance();

    char file[100] = {0};

    for (int i = 0; i < numFrame; i++)
    {
        sprintf(file, "redJelly_%d.png", i+1);
        SpriteFrame *frame = frameCache->getSpriteFrameByName(file);
        frames.pushBack(frame);
    }

    Animation *animation = Animation::createWithSpriteFrames(frames, 0.3f);
    Animate *animate = Animate::create(animation);
    auto easeInAnimation = EaseIn::create(animate, 0.3f);
    RepeatForever *repeat = RepeatForever::create(easeInAnimation);
    return repeat;
}