void BlockManager::loadResource() { CHAR szTemp[128] = {0}; CCAnimation* Ani = new CCAnimation; m_pBgaSprite = CCSprite::spriteWithTexture(ResourceManager::sharedManager()->getMap(67)); m_pBgaSprite->setAnchorPoint(ccp(0,0)); m_pBgaSprite->setPosition(ccp(-1000,-1000)); m_pGround->addChild(m_pBgaSprite); Ani->initWithName("TILE"); for(int i=0; i<6; i++) { sprintf_s(szTemp, "Tile/Tile_Ground_%d.png",i); Ani->addFrameWithFileName(szTemp); } m_pBlockSprite = new CCSprite; m_pBlockSprite->init(); m_pBlockSprite->setAnchorPoint(ccp(0,0)); m_pBlockSprite->addAnimation(Ani); m_pBlockSprite->setIsVisible(false); m_pBlockSprite->setPosition(ccp(-1000,-1000)); m_pGround->addChild(m_pBlockSprite); m_bLoaded = true; m_bLook = false; m_pBlock = new Object_block; m_pBlock->initWithBlock(); }
//------------------------------------------------------------------ // // ActionAnimate // //------------------------------------------------------------------ void ActionAnimate::onEnter() { ActionsDemo::onEnter(); centerSprites(1); CCAnimation* animation = CCAnimation::animationWithName("dance", 0.2f); char frameName[100] = {0}; for( int i=1; i<15; i++) { sprintf(frameName, "Images/grossini_dance_%02d.png", i); animation->addFrameWithFileName(frameName); } CCActionInterval* action = CCAnimate::actionWithAnimation( animation, false); CCActionInterval* action_back = action->reverse(); m_grossini->runAction( CCSequence::actions( action, action_back, NULL)); }
bool IntroLayer::init() { bool pRet = false; if (CCLayer::init()) { // Accept touch input this->setIsTouchEnabled(true); hasBeenSkipped = false; // Create the intro image CCSprite *introImage = CCSprite::spriteWithFile("Menus/Intro/intro1.png"); introImage->setPosition(ccp(SCREEN_WIDTH/2, SCREEN_HEIGHT/2)); this->addChild(introImage); // Create the intro animation, and load it from intro1 to intro7.png CCAnimation *introAnimation = CCAnimation::animation(); introAnimation->setDelay(3.5f); char frameName[100] = {0}; for (int frameNumber=1; frameNumber < 8; frameNumber++) { CCLOG("Adding image intro%d.png to the introAnimation.",frameNumber); sprintf(frameName, "Menus/Intro/intro%d.png", frameNumber); introAnimation->addFrameWithFileName(frameName); } // Create the actions to play the intro CCFiniteTimeAction *animationAction = CCAnimate::actionWithAnimation(introAnimation, false); CCFiniteTimeAction *startGameAction = CCCallFunc::actionWithTarget(this, callfunc_selector(IntroLayer::startGamePlay)); CCFiniteTimeAction *introSequence = CCSequence::actions(animationAction, startGameAction, NULL); introImage->runAction(introSequence); pRet = true; } return pRet; }