Esempio n. 1
0
void Monster_UI::runCuttleBoomAction()
{


	auto	sprite_boom = Sprite::create();
	sprite->addChild(sprite_boom);


	auto ani = Animation::create();
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PCuttle01.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PCuttle02.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PCuttle03.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PCuttle04.png"));

	ani->setDelayPerUnit(0.05);
	ani->setRestoreOriginalFrame(false);
	ani->setLoops(-1);
	sprite_boom->runAction(Animate::create(ani));
	sprite_boom->setVisible(true);

	sprite_boom->setPosition(sprite->getContentSize().width / 2, sprite->getContentSize().height / 2);

	sprite_boom->runAction(Sequence::create(DelayTime::create(0.2), CallFunc::create([=]()
	{
		sprite_boom->removeFromParentAndCleanup(true);
	}), nullptr));


}
Esempio n. 2
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void Field::InitSpriteResource()
{
	// TODO : 하드코딩을 조져 너희를 이롭게 하리라 
	m_SpriteFrame = SpriteFrameCache::sharedSpriteFrameCache();
	m_SpriteFrame->addSpriteFramesWithFile("block_water.plist");
	m_SpriteFrame->addSpriteFramesWithFile("block_grass.plist");
	m_SpriteFrame->addSpriteFramesWithFile("block_cover_water.plist");

	char blockType[30]; ///< = { 0, }; 처럼 로컬 변수도 초기화 하는 습관을..
	char spriteName[30];

	auto waterAnimate = Animation::create();
	strcpy(blockType, "block_water");
	for (unsigned int i = 1; i < 12; ++i)
	{
		sprintf(spriteName, "%s%d.png", blockType, i);
		waterAnimate->addSpriteFrame(m_SpriteFrame->getSpriteFrameByName(spriteName));
	}
	m_AnimationList.insert(AnimationList::value_type(FBT_WATER,waterAnimate));

	auto coverwaterAnimate = Animation::create();
	strcpy(blockType, "block_cover_water");
	for (unsigned int i = 1; i < 12; ++i)
	{
		sprintf(spriteName, "%s%d.png", blockType, i);
		coverwaterAnimate->addSpriteFrame(m_SpriteFrame->getSpriteFrameByName(spriteName));
	}
	m_AnimationList.insert(AnimationList::value_type(FBT_COVER_WATER, coverwaterAnimate));
}
Esempio n. 3
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bool Chicken::initWithLayer( HelloWorld * layer )
{
	if (initWithSpriteFrameName("chicken_001.png"))
	{   
		_layer = layer;
		auto animation = Animation::create();
		for (int i = 1; i <= 40; i++)
		{   
			auto str = String::createWithFormat("chicken_%03d.png",i);
			auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(str->getCString());
			animation->addSpriteFrame(frame);
		}
		animation->setDelayPerUnit(1.0f / 1000 * 90);
		setNormalAnimation(animation);

		animation = Animation::create();
		for (int i = 1; i <= 12; i++)
		{   
			auto str = String::createWithFormat("ccchick_%03d.png",i);
			auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(str->getCString());
			animation->addSpriteFrame(frame);
		}
		animation->setDelayPerUnit(1.0f / 1000 * 40);
		setTrapAnimation(animation);
		layer->addChild(this);

		runAnimation(getNormalAnimation());

		return true;
	}
	return false;
}
Esempio n. 4
0
void  Tower_Ball::Destory()
{

	Scene_UI*sc = (Scene_UI*)sprite->getParent();

	for (vector<Tower_UI*>::iterator it = sc->tower_queue.begin(); it != sc->tower_queue.end(); ++it)
	{

		if ((*it) == this)
		{
			sc->tower_queue.erase(it);
			break;
		}
	}

	setClick(false);

	setTarget(0);

	

	auto x = (Scene_UI*)sprite->getParent();

	x->data->pop(PublicFunc::convertToX(sprite->getPosition().x),
		PublicFunc::convertToY(sprite->getPosition().y));


	auto ani = Animation::create();
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("air01.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("air02.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("air03.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("air04.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("air05.png"));

	ani->setDelayPerUnit(0.1);
	ani->setRestoreOriginalFrame(true);
	ani->setLoops(1);
	auto an = Animate::create(ani);

	sprite_base->removeFromParentAndCleanup(true);
	effect->removeFromParentAndCleanup(true);
	sprite_bullet_effect->removeFromParentAndCleanup(true);

	sprite_upgrade->removeFromParentAndCleanup(true);

	sprite->runAction(Sequence::create(an, CallFunc::create([=]
	{
		sprite->removeFromParentAndCleanup(true);

		delete this;

	}), nullptr));



}
Esempio n. 5
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void  Monster_UI::set_effect_last_damage(int lev)/*pin 持续伤害*/
{

	if (effect_last_damage_lev == 0)
	{
		sprite_last_damage = Sprite::create();
		sprite->addChild(sprite_last_damage);

		auto ani1 = Animation::create();
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PPin01.png"));
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PPin02.png"));
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PPin03.png"));
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PPin04.png"));

		ani1->setDelayPerUnit(0.03);
		ani1->setRestoreOriginalFrame(false);
		ani1->setLoops(-1);
		sprite_last_damage->runAction(Animate::create(ani1));
		sprite_last_damage->setPosition(sprite->getContentSize().width / 2, 20);

		effect_last_damage_times = 5;
		sprite_last_damage->runAction(RepeatForever::create(Sequence::create(DelayTime::create(0.5), CallFunc::create([=]()
		{
			if (effect_last_damage_times >= 0)
			{
				--effect_last_damage_times;
				sprite_last_damage->setVisible(true);
				beenAttacked(effect_last_damage_lev * 1);
				sprite_last_damage->setPosition(sprite->getContentSize().width / 2, 20);

			}
			else
			{
				sprite_last_damage->setVisible(false);

			}

		}), nullptr)));

	}

	if (effect_last_damage_lev <= lev)
	{
		/*等级比之前的大*/
		effect_last_damage_lev = lev;
		effect_last_damage_times = 5;
		sprite_last_damage->setVisible(true);
	}

	sprite_last_damage->setPosition(sprite->getContentSize().width / 2, 20);


}
Esempio n. 6
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void  Monster_UI::set_effect_pause_fish(int lev)/*fish 暂停*/
{

	if (effect_pause_lev_1 == 0)
	{
		sprite_effect_pause_1 = Sprite::create();
		sprite->addChild(sprite_effect_pause_1);
		effect_pause_times_1 = 6;
		sprite_effect_pause_1->setPosition(sprite->getContentSize().width / 2, 50);


		auto ani1 = Animation::create();
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PFish-11.png"));
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PFish-12.png"));
		ani1->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("PFish-13.png"));

		ani1->setDelayPerUnit(0.1);
		ani1->setRestoreOriginalFrame(false);
		ani1->setLoops(-1);
		sprite_effect_pause_1->runAction(Animate::create(ani1));

		sprite_effect_pause_1->runAction(RepeatForever::create(Sequence::create(DelayTime::create(0.12), CallFunc::create([=]()
		{
			if (effect_pause_times_1 >= 0)
			{
				--effect_pause_times_1;
				sprite->pause();
				sprite_effect_pause_1->setVisible(true);

			}
			else
			{
				sprite_effect_pause_1->setVisible(false);
				sprite->resume();
			}

		}), nullptr)));

	}

	if (effect_pause_lev_1 <= lev)
	{
		/*等级比之前的大*/
		effect_pause_lev_1 = lev;
		effect_pause_times_1 = 6;
		sprite_effect_pause_1->setPosition(sprite->getContentSize().width / 2, 40);
	}

}
void BackGroundLayer::LoadAnimationCache()
{
    auto animationGuBlue = Animation::create();   	//创建鼓面显示动画
    animationGuBlue->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("blueGu.png"));
    animationGuBlue->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("blueGu_2.png"));
    animationGuBlue->setDelayPerUnit(0.2f);
    animationGuBlue->setRestoreOriginalFrame(true);
    auto animationGuRed = Animation::create();
    animationGuRed->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("redGu.png"));
    animationGuRed->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("redGu_2.png"));
    animationGuRed->setDelayPerUnit(0.2f);
    animationGuRed->setRestoreOriginalFrame(true);
    AnimationCache::getInstance()->addAnimation(animationGuBlue, "guBlue_Ani"); //添加为动画缓存
    AnimationCache::getInstance()->addAnimation(animationGuRed, "guRed_Ani");
}
Esempio n. 8
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void EnemyLayer::enemy1Blowup(Enemy* enemy1)
{
	auto sp1 = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("enemy1_down1.png");
	auto sp2 = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("enemy1_down2.png");
	auto sp3 = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("enemy1_down3.png");
	auto animation = CCAnimation::create();
	animation->setDelayPerUnit(0.2f);  
	animation->addSpriteFrame(sp1);  
	animation->addSpriteFrame(sp2);
	animation->addSpriteFrame(sp3);
	CCAnimate* animate = CCAnimate::create(animation); 
	//CCCallFuncND可以回调一个带两个参数的方法,这个参数为消息发送者和自定义附带消息
	auto removeEnemy1 = CCCallFuncND::create(this, callfuncND_selector(EnemyLayer::enemy1Remove), (void*)enemy1);
	auto sequence = CCSequence::create(animate, removeEnemy1, NULL);
	enemy1->getSprite()->runAction(sequence);
}
Esempio n. 9
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void AtlasLoader::loadAtlas(string filename, Texture2D *texture) {
	string data = FileUtils::getInstance()->getStringFromFile(filename);
	unsigned pos;Atlas atlas;
	pos = data.find_first_of("\n");
	string line = data.substr(0, pos);
	data = data.substr(pos + 1);

	auto sfc = SpriteFrameCache::getInstance();
	while(line != ""){
		sscanf(line.c_str(), "%s %d %d %f %f %f %f", 
		atlas.name, &atlas.width, &atlas.height, &atlas.start.x, 
		&atlas.start.y, &atlas.end.x, &atlas.end.y);
		atlas.start.x = 1024*atlas.start.x;
		atlas.start.y = 1024*atlas.start.y;
		atlas.end.x = 1024*atlas.end.x;
		atlas.end.y = 1024*atlas.end.y;

		pos = data.find_first_of("\n");
		line = data.substr(0, pos);
		data = data.substr(pos + 1);

		// use the data to create a sprite frame
        // fix 1px edge bug
        if(atlas.name == string("land")) {
            atlas.start.x += 1;
        }
		Rect rect = Rect(atlas.start.x, atlas.start.y, atlas.width, atlas.height);
		auto frame = SpriteFrame::createWithTexture(texture, rect);
		//this->_spriteFrames.insert(string(atlas.name), frame);

		sfc->addSpriteFrame(frame, string(atlas.name));
	}
}
Esempio n. 10
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/**
* 函数介绍: 将角色动作加入缓存
* 作者:wa000
* 日期:2014
*/ 
void Player::addAnimation()
{
	//判断是否已经加载图片资源
	auto animation = AnimationCache::getInstance()->getAnimation(
		cocos2d::String::createWithFormat("%s-%s", _name.c_str(), _animationNames[0].c_str())->getCString());
	if(animation)
	{
		return;
	}

	//加载图片资源
	for(int i = 0; i < _animationNum; i++)
	{
		auto animation = Animation::create();
		//设置每帧间隔时间
		animation->setDelayPerUnit(0.2f);
		//加载每一帧
		for(int j = 0; j<_animationFrameNum[i]; j++)
		{
			auto sfName = cocos2d::String::createWithFormat("%s-%s-%d.png", _name.c_str(), _animationNames[i].c_str(), j+1)->getCString();
			animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(sfName));
		}
		AnimationCache::getInstance()->addAnimation(
			animation, String::createWithFormat("%s-%s", _name.c_str(), _animationNames[i].c_str())->getCString());
	}
}
Esempio n. 11
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void Fly::deadAction()
{
    //主机在死亡的时候会调用deadAction()方法
    
    //先停止所有动作和定时器
    stopAllActions();
    unscheduleAllSelectors();
    
    //制作主机死亡的动作
    auto pAnimation = cocos2d::Animation::create();
    auto pSpriteFrameCache = cocos2d::SpriteFrameCache::getInstance();
    for (int i = 1; i <= FLY_BLOWUP_FRAME_COUNT; ++i)
    {
        pAnimation->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName(cocos2d::StringUtils::format("hero_blowup_%d.png", i)));
    }
    pAnimation->setDelayPerUnit(0.1f);
    pAnimation->setLoops(1);
    auto pAnimate = cocos2d::Animate::create(pAnimation);
    
    //制作主机死亡动作播放完成后的处理动作
    auto pEnd = cocos2d::CallFunc::create([]()
    {
        SceneManager::getInstance()->changeScene(en_GameOverScene);
        CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic(GAME_OVER);
    });
    
    //将死亡动作和死亡处理动作串行处理
    runAction(cocos2d::Sequence::create(pAnimate, pEnd, NULL));
}
Esempio n. 12
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bool SmallDevil::ToDamage(int dmg){
    hp -= dmg;
    
    auto blood = ParticleSystemQuad::create("bloodParticle.plist");
    blood->setPosition(this->GetHitPoint());
    blood->setPositionType(ParticleSystem::PositionType::RELATIVE);
    blood->setAutoRemoveOnFinish(true);
    CreatureLayer::GetInstance()->addChild(blood, 6);
    
    if(hp <= 0){
        auto effect = Sprite::createWithSpriteFrameName("sdExplosion00.png");
        effect->setPosition(this->getPosition());
        effect->setAnchorPoint(Point::ANCHOR_MIDDLE);
        effect->setScale(info.option/5.0f);
        CreatureLayer::GetInstance()->addChild(effect, 6);
        
        auto act1 = Animation::create();
        act1->setDelayPerUnit(0.03f);
        for(int i=0; i<4; i++){
            auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(StringUtils::format("sdExplosion%02d.png", i));
            act1->addSpriteFrame(frame);
        }
        auto act2 = Animate::create(act1);
        auto act3 = Sequence::create(act2, RemoveSelf::create(), NULL);
        effect->runAction(act3);
        
        return false;
    }
    
    return true;
}
GameVersionAnimation* GameVersionAnimation::initWithType()
{
	auto animation = Animation::create();
	animation->setDelayPerUnit(0.15f);

	String spriteFrameName;
	String frameName;
	spriteFrameName = String("Headline_two_1-hd.png");
	for (int i = 1; i <= 6; i++)
	{

		frameName = String(String::createWithFormat("Headline_two_%d-hd.png", i)->getCString());
		SpriteFrame *frame;
		frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName.getCString());
		animation->addSpriteFrame(frame);
	}
	if (this->initWithSpriteFrameName(spriteFrameName.getCString())){
		this->setRotation(-12);
		auto animateAction = RepeatForever::create(Animate::create(animation));
		this->runAction(animateAction);
		auto rotate1 = RotateBy::create(2, 24);
		auto rotate2 = RotateBy::create(2, -24);
		auto rotation = Sequence::createWithTwoActions(rotate1, rotate2);
		this->runAction(rotation);
	}

	return this;
}
Esempio n. 14
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Tower_Shit::Tower_Shit(Node*scene, Vec2 pos, int lev)
{
	view_click = 0;
	count = 0;

	cos_upgrade = 220;

	this->level = lev;

	initTowerBase();


	effect = 0;

	sprite = Sprite::createWithSpriteFrameName("Shit11.png");

	sprite;;

	sprite_base = MenuItemSprite::create(Sprite::createWithSpriteFrameName("Shit-11.png"), Sprite::createWithSpriteFrameName("Shit-11.png")
		, [=](Ref*p)
	{
		if (view_click == 0)
		{
			((Scene_UI*)scene)->view_click_gloal->setAllVisFalse();

			view_click = new View_Click_Tower(2, this);
		}

	});

	sprite_base->setPosition(pos);
	sprite_base;;

	auto ss = Menu::create(sprite_base, nullptr);
	ss->setPosition(0, 0);
	scene->addChild(ss);




	scene->addChild(sprite);
	sprite->setPosition(pos);

	sprite_upgrade = Sprite::createWithSpriteFrameName("showupgrade02.png");

	scene->addChild(sprite_upgrade);
	sprite_upgrade->setPosition(sprite->getPositionX(), sprite->getPositionY() + sprite->getContentSize().height);
	auto ani2 = Animation::create();
	ani2->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("showupgrade02.png"));
	ani2->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("showupgrade01.png"));
	ani2->setDelayPerUnit(0.1);
	ani2->setRestoreOriginalFrame(false);
	ani2->setLoops(-1);
	sprite_upgrade->runAction(Animate::create(ani2));
	sprite_upgrade->setVisible(false);
	setLevel(lev);


}
Esempio n. 15
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void Animation::addSpriteFrameWithFile(const std::string& filename)
{
    Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename);
    Rect rect = Rect::ZERO;
    rect.size = texture->getContentSize();
    SpriteFrame *frame = SpriteFrame::createWithTexture(texture, rect);
    addSpriteFrame(frame);
}
Esempio n. 16
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void Plane::initFlyAction()
{
    auto animation = Animation::create();
    animation->setDelayPerUnit(0.1f);
    animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("hero1.png"));
    animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("hero2.png"));
    Animate* animate = Animate::create(animation);
    runAction(RepeatForever::create(animate));
    m_isMoving = false;
}
Esempio n. 17
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Animation* BirdSprite::createAnimation(const char *fmt, int count, float fps) {
    auto animation = Animation::create();
    animation->setDelayPerUnit(1/fps);
	for (int i = 0; i < count; i++){
		const char *filename = String::createWithFormat(fmt, i)->getCString();
		auto frame = AtlasLoader::getInstance()->getSpriteFrameByName(filename);
		animation->addSpriteFrame(frame);
	}
	return animation;
}
Esempio n. 18
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bool RoleEnemyBig::init() {
	bool bRet = false;
	do {
		CC_BREAK_IF(!Sprite::initWithSpriteFrameName("enemy3_n1.png"));

		// set physical body
		auto body = PhysicsBody::createBox(getContentSize());
		body->setGroup(PHYSICAL_BODY_ENEMY_GROUP);
		body->setCategoryBitmask(PHYSICAL_BODY_ENEMY_BITMASK_CATEGORY);
		body->setContactTestBitmask(PHYSICAL_BODY_ENEMY_BITMASK_CONTACT_TEST);
		body->setCollisionBitmask(PHYSICAL_BODY_ENEMY_BITMASK_COLLISION);
		setPhysicsBody(body);

		// set position
		auto enemy1Size = getContentSize();
		auto winSize = Director::getInstance()->getWinSize();
		int minX = enemy1Size.width / 2;
		int maxX = winSize.width - enemy1Size.width / 2;
		int rangeX = maxX - minX;
		int actualX = (rand() % rangeX) + minX;
		setPosition(Point(actualX, winSize.height + enemy1Size.height / 2));

		// run action
		float minDuration, maxDuration;
		minDuration = 2.0f;
		maxDuration = 4.0f;

		int rangeDuration = maxDuration - minDuration;
		int actualDuration = (rand() % rangeDuration) + minDuration;

		auto actionMove = MoveTo::create(actualDuration,
				Point(actualX, 0 - getContentSize().height / 2));
		auto actionDone = RemoveSelf::create(true);
		auto sequence = Sequence::create(actionMove, actionDone, nullptr);
		runAction(sequence);

		auto enemy3SpriteFrame_1 =
				SpriteFrameCache::getInstance()->getSpriteFrameByName(
						"enemy3_n1.png");
		auto enemy3SpriteFrame_2 =
				SpriteFrameCache::getInstance()->getSpriteFrameByName(
						"enemy3_n2.png");
		auto animation = Animation::create();
		animation->setDelayPerUnit(0.2f);
		animation->addSpriteFrame(enemy3SpriteFrame_1);
		animation->addSpriteFrame(enemy3SpriteFrame_2);
		auto animate = Animate::create(animation);
		runAction(RepeatForever::create(animate));

		bRet = true;
	} while (0);

	return bRet;
}
Esempio n. 19
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void Mainplan::addAnimation()
{
	//加载飞机动画。
	auto anim = Animation::create();
	SpriteFrame *sf;
	//通过桢缓存名字动画 加入第一帧
	sf =SpriteFrameCache::getInstance()->getSpriteFrameByName("hero_fly_1.png");
	anim->addSpriteFrame(sf);
	//加入第二帧
	sf =SpriteFrameCache::getInstance()->getSpriteFrameByName("hero_fly_2.png");
	anim->addSpriteFrame(sf);
	//设置帧循环播放次数  -1代表无限循环
	anim->setLoops(-1);
	//设置帧播放的间隔
	anim->setDelayPerUnit(0.01f);
	//根据anim序列创建anim动画an 
	auto an =Animate::create(anim);
	//让飞机运行帧动画
	this->runAction(an);
}
Esempio n. 20
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Animation* CharacterSprite::getActionAniamation(const int row) {
    auto animation = Animation::create();
    animation->setDelayPerUnit(1.0f/4);
    for (int i=0; i< 3; i++) {
        if(i == 1) {
            continue;
        }
        auto frame = SpriteFrame::createWithTexture(this->getTexture(), Rect(frameSize.width*i, row*frameSize.height, frameSize.width, frameSize.height));
        animation->addSpriteFrame(frame);
    }
    return animation;
}
Esempio n. 21
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Animation* CustomTool::createAnimation(const char* animation_name, const char* pattern, int start=0, int end=10, float delay = 0.05f)
{
	auto animation = Animation::create();
	animation->setDelayPerUnit(delay);
	for (int j = start; j <= end; j++){
		auto sfName = String::createWithFormat(pattern, j)->getCString();
		auto sf = SpriteFrameCache::getInstance()->getSpriteFrameByName(sfName);
		animation->addSpriteFrame(sf);
	}
	AnimationCache::getInstance()->addAnimation(animation, String::create(animation_name)->getCString());
	return animation;
}
Esempio n. 22
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void Fly::startAction()
{
    //主机在游戏开始时会先闪3次,然后循环主机动画
    auto pBlink = cocos2d::Blink::create(BLINK_DURATION, BLINK_COUNT);
    auto pAnimation = cocos2d::Animation::create();
    
    pAnimation->addSpriteFrame(cocos2d::SpriteFrameCache::getInstance()->getSpriteFrameByName(FLY_FRAME_1));
    pAnimation->addSpriteFrame(cocos2d::SpriteFrameCache::getInstance()->getSpriteFrameByName(FLY_FRAME_2));
    pAnimation->setDelayPerUnit(ANIMATE_DELAY);
    auto pAnimate = cocos2d::Animate::create(pAnimation);
    runAction(pBlink);
    runAction(cocos2d::RepeatForever::create(cocos2d::Sequence::create(pAnimate, NULL)));
}
Esempio n. 23
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void Monster_fat_green::runMoveAction()
{
	auto ani = Animation::create();
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("fat_green01.png"));
	ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("fat_green02.png"));
	ani->setDelayPerUnit(3.0 / 30.0);
	ani->setRestoreOriginalFrame(false);
	ani->setLoops(-1);

	auto an = Animate::create(ani);
	sprite->runAction(an);

}
Esempio n. 24
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void AnimationManager::loadHeroAnimation(const char *plist) {
    auto cache = SpriteFrameCache::getInstance();
    cache->addSpriteFramesWithFile(plist);
    auto animation = Animation::create();
    for (int i = 1; i < 3; i++)
    {
        auto filename = StringUtils::format("mainplaneIdle%d.png", i);
        animation->addSpriteFrame(cache->getSpriteFrameByName(filename));
    }
    animation->setDelayPerUnit(0.1f);
    animation->setLoops(-1);
    m_manager->addAnimation(animation, "hero-normal");
}
Esempio n. 25
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void GameScene::initAnimation()
{
    // Plane animation
    auto planeAnimation = Animation::create();
    for(int index = 1; index < 4; index++ )
    {
        char name[50] = {0};
        sprintf(name, "planeBlue%i.png", index);
        SpriteFrame* planeSpriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(name);
        planeAnimation->addSpriteFrame(planeSpriteFrame);
    }
    
    planeAnimation->setDelayPerUnit(0.3f / 3.0f);
    planeAnimation->setRestoreOriginalFrame(true);
    auto planeAnimate = Animate::create(planeAnimation);
    auto planeRepeatForever = RepeatForever::create(planeAnimate);
    playerSprite->runAction(planeRepeatForever);
    
    // Puff animation
    auto puffAnimation = Animation::create();
    char name[50] = {0};
    SpriteFrame* puffSpriteFrame;
    sprintf(name, "puffLarge.png");
    puffSpriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(name);
    puffAnimation->addSpriteFrame(puffSpriteFrame);
    sprintf(name, "puffSmall.png");
    puffSpriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(name);
    puffAnimation->addSpriteFrame(puffSpriteFrame);
    
    puffAnimation->setDelayPerUnit(0.2f / 2.0f);
    puffAnimation->setRestoreOriginalFrame(true);
    auto puffAnimate = Animate::create(puffAnimation);
    auto puffRepeatForever = RepeatForever::create(puffAnimate);
    auto puffSprite = Sprite::create();
    puffSprite->runAction(puffRepeatForever);
    puffSprite->setPosition(Point(-playerSprite->getContentSize().width * 0.3, playerSprite->getContentSize().height * 0.7));
    playerSprite->addChild(puffSprite);
}
Esempio n. 26
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Animation* AnimationManager::getAnimationWithCacheNamed(char *format, USIZE nStart, USIZE nEnd)
{
    auto cache = SpriteFrameCache::getInstance();
    auto animation = Animation::create();
    
    for (USIZE i = nStart; i <= nEnd; i++)
    {
        auto path = String::createWithFormat(format, i)->getCString();
        auto frame = cache->getSpriteFrameByName(path);
        animation->addSpriteFrame(frame);
    }
    
    return animation;
}
Esempio n. 27
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bool Bat::init()
{
	Monster::init();

	m_CreateTime = time(NULL);
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("bat.plist");

	m_Sprite = Sprite::createWithSpriteFrameName("bat1.png");
	m_Sprite->setAnchorPoint(Point(0.5, 0.5));

	auto animation = Animation::create();
	
	animation->setDelayPerUnit(0.15);

	for (int i = 0; i < 5; i++)
	{
		auto frame = SpriteFrameCache::getInstance()->
			getSpriteFrameByName(StringUtils::format(
			"bat%d.png", i + 1));

		animation->addSpriteFrame(frame);
	}

	auto animate = Animate::create(animation);
	m_Sprite->runAction(RepeatForever::create(animate));

	this->addChild(m_Sprite);

	m_Width = m_Sprite->getContentSize().width;
	m_Height = m_Sprite->getContentSize().height;

	this->scheduleUpdate();

	if (rand() % 2)
	{
		vy = 2;
		vvy = -0.1;
	}
	else
	{
		vy = -2;
		vvy = 0.1;
	}

	m_AttackTime = 1.6;
	m_AttackDelay = 0;

	return true;
}
Esempio n. 28
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Animation* AnimationUtil::getAnimation( const char* filename, int frame, int fps ) {
	auto animation = Animation::create();

	auto texture = Sprite::create( filename );
	float h = texture->getContentSize().height;//这个函数是用来干啥的?这个函数是取得每一帧图片的宽高,方便之后设置动画帧
	float w = texture->getContentSize().width / frame;//frame表示帧数

	for ( int i = 0; i < frame; ++i ) {
		auto spriteFrame = SpriteFrame::create( filename, Rect( i*w, 0, w, h ) );//用前面取得的宽高设置动画帧
		animation->addSpriteFrame( spriteFrame );
	}
	animation->setDelayPerUnit( 1.0f / fps );

	return animation;
}
Esempio n. 29
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void GameStart::startGameAnimation()
{
    auto animation = Animation::create();
    int i;
    for (i = 1; i <= 4; i++) {
        auto name = String::createWithFormat("aaaa%i.png", i);
        auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(name->getCString());
        animation->addSpriteFrame(frame);
    }
    animation->setDelayPerUnit(1 / 4.0f);
    animation->setRestoreOriginalFrame(true);
    

    
}
void RoleEmemyBig::down() {
	log("RoleEmemyBig, down------------->");

	auto animation = Animation::create();
	animation->setDelayPerUnit(0.2f);
	animation->addSpriteFrame(
			SpriteFrameCache::getInstance()->getSpriteFrameByName(
					"hero_blowup_n1.png"));
	animation->addSpriteFrame(
			SpriteFrameCache::getInstance()->getSpriteFrameByName(
					"hero_blowup_n2.png"));
	animation->addSpriteFrame(
			SpriteFrameCache::getInstance()->getSpriteFrameByName(
					"hero_blowup_n3.png"));
	animation->addSpriteFrame(
			SpriteFrameCache::getInstance()->getSpriteFrameByName(
					"hero_blowup_n4.png"));

	auto animate = Animate::create(animation);
	auto remove = CallFunc::create(
			CC_CALLBACK_0(RoleEmemyBig::doRemoveSelf, this, this));
	auto sequence = Sequence::create(animate, remove, nullptr);
	runAction(sequence);
}