bool AnimationManager::initAnimationMap() { // 添加 plist文件到缓存 // cache->addSpriteFramesWithFile("01.plist"); SpriteFrameCache *cache=SpriteFrameCache::getInstance(); cache->addSpriteFramesWithFile("01.plist"); // 创建数组用来存放帧序列 //SpriteBatchNode *batchNode = SpriteBatchNode::create("01.png"); char temp[20]; sprintf(temp, "%d", aDown); //加载勇士向下走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(kDown), temp); sprintf(temp, "%d", aRight); //加载勇士向右走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(kRight), temp); sprintf(temp, "%d", aLeft); //加载勇士向左走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(kLeft), temp); sprintf(temp, "%d", aUp); //加载勇士向上走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(kUp), temp); //加载战斗动画 //sprintf(temp, "%d", aFight); //AnimationCache::sharedAnimationCache()->addAnimation(createFightAnimation(), temp); sprintf(temp, "%d", eDown); //加载怪物向下走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createEnemyMovingAnimationByDirection(kDown), temp); sprintf(temp, "%d", eRight); //加载怪物向下走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createEnemyMovingAnimationByDirection(kRight), temp); sprintf(temp, "%d", eLeft); //加载怪物向下走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createEnemyMovingAnimationByDirection(kLeft), temp); sprintf(temp, "%d", eUp); //加载怪物向下走的动画 AnimationCache::sharedAnimationCache()->addAnimation(createEnemyMovingAnimationByDirection(kUp), temp); sprintf(temp, "%d", bullet); //子弹爆炸 AnimationCache::sharedAnimationCache()->addAnimation(createBulletAnimation(), temp); //加载NPC动画 //AnimationCache::sharedAnimationCache()->addAnimation(createNPCAnimation(), "npc0"); return true; }
bool AnimationManager::initAnimationMap() { char temp[20]; sprintf(temp, "%d", aDown); //加载勇士向下走的动画 AnimationCache::getInstance()->addAnimation(createHeroMovingAnimationByDirection(kDown), temp); sprintf(temp, "%d", aRight); //加载勇士向右走的动画 AnimationCache::getInstance()->addAnimation(createHeroMovingAnimationByDirection(kRight), temp); sprintf(temp, "%d", aLeft); //加载勇士向左走的动画 AnimationCache::getInstance()->addAnimation(createHeroMovingAnimationByDirection(kLeft), temp); sprintf(temp, "%d", aUp); //加载勇士向上走的动画 AnimationCache::getInstance()->addAnimation(createHeroMovingAnimationByDirection(kUp), temp); //加载战斗动画 sprintf(temp, "%d", aFight); AnimationCache::getInstance()->addAnimation(createFightAnimation(), temp); //加载NPC动画 AnimationCache::getInstance()->addAnimation(createNPCAnimation(), "npc0"); return true; }
bool AnimationManager::initAnimationMap() { char temp[20]; sprintf(temp, "%d", aRight); //加载勇士向右走的动画 CCAnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(hright), temp); sprintf(temp, "%d", aLeft); //加载勇士向左走的动画 CCAnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(hleft), temp); sprintf(temp, "%d", aDie); //加载勇士死亡的动画 CCAnimationCache::sharedAnimationCache()->addAnimation(createHeroMovingAnimationByDirection(hdie), temp); sprintf(temp, "%d", heroCry); CCAnimationCache::sharedAnimationCache()->addAnimation(createCryAnimation(), temp); sprintf(temp, "%d", victory); CCAnimationCache::sharedAnimationCache()->addAnimation(createVictoryAnimation(), temp); sprintf(temp, "%d", biqiSmile); CCAnimationCache::sharedAnimationCache()->addAnimation(createBiqiSmile(), temp); CCSpriteFrame *heronormal, *heroleftJump, *herorightJump; //第二个参数表示显示区域的x, y, width, height,根据direction来确定显示的y坐标 CCTexture2D *heroTexture = CCTextureCache::sharedTextureCache()->addImage("Hero_image.png"); heronormal = CCSpriteFrame::createWithTexture(heroTexture, cocos2d::CCRectMake(eSize*0, eSize*1, eSize, eSize)); heroleftJump = CCSpriteFrame::createWithTexture(heroTexture, cocos2d::CCRectMake(eSize*0, eSize*2, eSize, eSize)); herorightJump = CCSpriteFrame::createWithTexture(heroTexture, cocos2d::CCRectMake(eSize*1, eSize*2, eSize, eSize)); CCSpriteFrame *controlLeft=CCSpriteFrame::create("Thumb_dpad_left.png",CCRectMake(0,0,90,90)); CCSpriteFrame *controlLeftPressed=CCSpriteFrame::create("Thumb_dpad_left_pressed.png",CCRectMake(0,0,90,90)); CCSpriteFrame *controlRight=CCSpriteFrame::create("Thumb_dpad_right.png",CCRectMake(0,0,90,90)); CCSpriteFrame *controlRightPressed=CCSpriteFrame::create("Thumb_dpad_right_pressed.png",CCRectMake(0,0,90,90)); CCSpriteFrame *controlJump=CCSpriteFrame::create("Thumb_dpad_jump.png",CCRectMake(0,0,135,90)); CCSpriteFrame *controlJumpPressed=CCSpriteFrame::create("Thumb_dpad_jump_pressed.png",CCRectMake(0,0,135,90)); sprintf(temp, "%d", heronormalkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(heronormal,temp); sprintf(temp, "%d", heroleftJumpkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(heroleftJump,temp); sprintf(temp, "%d", herorightJumpkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(herorightJump,temp); sprintf(temp, "%d", controlLeftkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlLeft,temp); sprintf(temp, "%d", controlLeftPressedkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlLeftPressed,temp); sprintf(temp, "%d", controlRightkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlRight,temp); sprintf(temp, "%d", controlRightPressedkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlRightPressed,temp); sprintf(temp, "%d", controlJumpkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlJump,temp); sprintf(temp, "%d", controlJumpPressedkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(controlJumpPressed,temp); CCTexture2D *tileTexture = CCTextureCache::sharedTextureCache()->addImage("Tile_source.png"); CCSpriteFrame *whyBlock=CCSpriteFrame::createWithTexture(tileTexture, cocos2d::CCRectMake(0, 96, 48, 48)); sprintf(temp, "%d", whyBlockKey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(whyBlock,temp); CCSpriteFrame *firmBlock=CCSpriteFrame::createWithTexture(tileTexture, cocos2d::CCRectMake(240, 0, 48, 48)); sprintf(temp, "%d", firmBlockKey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(firmBlock,temp); CCSpriteFrame *gold=CCSpriteFrame::create("gold.png",CCRectMake(0,0,48,48)); sprintf(temp, "%d", goldCoinkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(gold,temp); CCSpriteFrame *box=CCSpriteFrame::create("Navigator_tv.png",CCRectMake(0,0,527,418)); sprintf(temp, "%d", failedboxkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(box,temp); CCSpriteFrame *cryFrame=CCSpriteFrame::create("Navigator_lose_image_1.png",CCRectMake(0,0,179,176)); sprintf(temp, "%d", cryFramekey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(cryFrame,temp); CCSpriteFrame *onFrame=CCSpriteFrame::create("Switch_on.png",CCRectMake(0,0,130,58)); sprintf(temp, "%d", onkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(onFrame,temp); CCSpriteFrame *offFrame=CCSpriteFrame::create("Switch_off.png",CCRectMake(0,0,130,58)); sprintf(temp, "%d", offkey); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFrame(offFrame,temp); return true; }