bool CCActivityIndicator::init() { auto spritecache = SpriteFrameCache::getInstance(); spritecache->addSpriteFramesWithFile("ccactivityindicator.plist"); CCSpriteBatchNode::initWithFile("ccactivityindicator.png", 1); Size winSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); indicator = CCSprite::createWithSpriteFrameName("ccactivityindicator_1.gif"); indicator->setPosition(Vec2(winSize.width/2,winSize.height/2)); addChild(indicator); animating = false; hidesWhenStopped = true; // beginCallback = NULL; // endCallback = //load all sprite frames into array for (int i=1; i<=kActivityIndicatorFramesCount; i++) { SpriteFrame * frame = spritecache->getSpriteFrameByName(CCString::createWithFormat("ccactivityindicator_%d.gif",i)->getCString()); frame->retain(); spriteFrames.pushBack(frame); } return true; }
bool SGSHero::initAttackActions() { std::string hero_attack_res_file_full_path = getHeroResFile(SG_SKIRMISH_SCENE_HERO_ATTACK_RES_PATH); Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(hero_attack_res_file_full_path); for (int i = 0; i < 12; i++) { SpriteFrame* frame = SpriteFrame::createWithTexture( texture, Rect(0, SG_SKIRMISH_SCENE_HERO_ATTACK_RES_HEIGHT * i, SG_SKIRMISH_SCENE_HERO_ATTACK_RES_WIDTH, SG_SKIRMISH_SCENE_HERO_ATTACK_RES_HEIGHT)); frame->retain(); __attack_sprite_frames.pushBack(frame); } Vector<SpriteFrame*>* animFrames_south = new Vector<SpriteFrame*>; animFrames_south->pushBack(__attack_sprite_frames.at(0)); animFrames_south->pushBack(__attack_sprite_frames.at(1)); animFrames_south->pushBack(__attack_sprite_frames.at(2)); animFrames_south->pushBack(__attack_sprite_frames.at(3)); Animation* animation_south = Animation::createWithSpriteFrames(*animFrames_south, SGS_HERO_ATTACK_ACTION_INTERVAL); Animate* animate_south = Animate::create(animation_south); animate_south->retain(); std::string animate_name = "attack_south"; __animate_map[animate_name] = animate_south; Vector<SpriteFrame*>* animFrames_north = new Vector<SpriteFrame*>; animFrames_north->pushBack(__attack_sprite_frames.at(4)); animFrames_north->pushBack(__attack_sprite_frames.at(5)); animFrames_north->pushBack(__attack_sprite_frames.at(6)); animFrames_north->pushBack(__attack_sprite_frames.at(7)); Animation* animation_north = Animation::createWithSpriteFrames(*animFrames_north, SGS_HERO_ATTACK_ACTION_INTERVAL); Animate* animate_north = Animate::create(animation_north); animate_north->retain(); animate_name = "attack_north"; __animate_map[animate_name] = animate_north; Vector<SpriteFrame*>* animFrames_west = new Vector<SpriteFrame*>; animFrames_west->pushBack(__attack_sprite_frames.at(8)); animFrames_west->pushBack(__attack_sprite_frames.at(9)); animFrames_west->pushBack(__attack_sprite_frames.at(10)); animFrames_west->pushBack(__attack_sprite_frames.at(11)); Animation* animation_west = Animation::createWithSpriteFrames(*animFrames_west, SGS_HERO_ATTACK_ACTION_INTERVAL); Animate* animate_west = Animate::create(animation_west); animate_west->retain(); animate_name = "attack_west"; __animate_map[animate_name] = animate_west; return true; }
bool SGSHero::initSpecActions() { std::string hero_spec_res_file_full_path = getHeroResFile(SG_SKIRMISH_SCENE_HERO_SPEC_RES_PATH); Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(hero_spec_res_file_full_path); for (int i = 0; i < 5; i++) { SpriteFrame* frame = SpriteFrame::createWithTexture( texture, Rect(0, SG_SKIRMISH_SCENE_HERO_SPEC_RES_WIDTH * i, SG_SKIRMISH_SCENE_HERO_SPEC_RES_WIDTH, SG_SKIRMISH_SCENE_HERO_SPEC_RES_HEIGHT)); frame->retain(); __spec_sprite_frames.pushBack(frame); } Vector<SpriteFrame*>* block_south = new Vector<SpriteFrame*>; block_south->pushBack(__spec_sprite_frames.at(0)); Animation* animation_south = Animation::createWithSpriteFrames(*block_south, 0.5f); Animate* animate_south = Animate::create(animation_south); animate_south->retain(); std::string animate_name = "block_south"; __animate_map[animate_name] = animate_south; Vector<SpriteFrame*>* block_north = new Vector<SpriteFrame*>; block_north->pushBack(__spec_sprite_frames.at(1)); Animation* animation_north = Animation::createWithSpriteFrames(*block_north, 0.5f); Animate* animate_north = Animate::create(animation_north); animate_north->retain(); animate_name = "block_north"; __animate_map[animate_name] = animate_north; Vector<SpriteFrame*>* block_west = new Vector<SpriteFrame*>; block_west->pushBack(__spec_sprite_frames.at(2)); Animation* animation_west = Animation::createWithSpriteFrames(*block_west, 0.5f); Animate* animate_west = Animate::create(animation_west); animate_west->retain(); animate_name = "block_west"; __animate_map[animate_name] = animate_west; Vector<SpriteFrame*>* attacked = new Vector<SpriteFrame*>; attacked->pushBack(__spec_sprite_frames.at(3)); Animation* animation_attacked = Animation::createWithSpriteFrames(*attacked, 1.0f); Animate* animate_attack = Animate::create(animation_attacked); animate_attack->retain(); animate_name = "attacked"; __animate_map[animate_name] = animate_attack; return true; }
bool SGSHero::initActions() { std::string hero_res_file_full_path = getHeroResFile(SG_SKIRMISH_SCENE_HERO_RES_PATH); // Init hero start picture if (!Sprite::initWithFile(hero_res_file_full_path, Rect(0, 0, SG_SKIRMISH_SCENE_HERO_WALK_RES_WIDTH, SG_SKIRMISH_SCENE_HERO_WALK_RES_HEIGHT))) { return false; } Texture2D* texture = Director::getInstance()->getTextureCache()->addImage(hero_res_file_full_path); for (int i = 0; i < 11; i++) { SpriteFrame* frame = SpriteFrame::createWithTexture( texture, Rect(0, SG_SKIRMISH_SCENE_HERO_WALK_RES_HEIGHT * i, SG_SKIRMISH_SCENE_HERO_WALK_RES_WIDTH, SG_SKIRMISH_SCENE_HERO_WALK_RES_HEIGHT)); frame->retain(); __sprite_frames.pushBack(frame); } Vector<SpriteFrame*>* animFrames = new Vector<SpriteFrame*>; animFrames->pushBack(__sprite_frames.at(0)); animFrames->pushBack(__sprite_frames.at(1)); Animation* animation = Animation::createWithSpriteFrames(*animFrames, 0.2f); Animate* animate = Animate::create(animation); animate->retain(); std::string animate_name = "face_south"; __animate_map[animate_name] = animate; Vector<SpriteFrame*>* animFrames_north = new Vector<SpriteFrame*>; animFrames_north->pushBack(__sprite_frames.at(2)); animFrames_north->pushBack(__sprite_frames.at(3)); Animation* animation_north = Animation::createWithSpriteFrames(*animFrames_north, 0.2f); Animate* animate_north = Animate::create(animation_north); animate_north->retain(); animate_name = "face_north"; __animate_map[animate_name] = animate_north; Vector<SpriteFrame*>* animFrames_west = new Vector<SpriteFrame*>; animFrames_west->pushBack(__sprite_frames.at(4)); animFrames_west->pushBack(__sprite_frames.at(5)); Animation* animation_west = Animation::createWithSpriteFrames(*animFrames_west, 0.2f); Animate* animate_west = Animate::create(animation_west); animate_west->retain(); animate_name = "face_west"; __animate_map[animate_name] = animate_west; Vector<SpriteFrame*>* fragile = new Vector<SpriteFrame*>; fragile->pushBack(__sprite_frames.at(9)); Animation* animation_fragile = Animation::createWithSpriteFrames(*fragile, 1.0f); Animate* animate_fragile = Animate::create(animation_fragile); animate_fragile->retain(); animate_name = "fragile"; __animate_map[animate_name] = animate_fragile; Vector<SpriteFrame*>* wheeze = new Vector<SpriteFrame*>; wheeze->pushBack(__sprite_frames.at(9)); wheeze->pushBack(__sprite_frames.at(10)); Animation* animation_wheeze = Animation::createWithSpriteFrames(*wheeze, 0.2f); Animate* animate_wheeze = Animate::create(animation_wheeze); animate_wheeze->retain(); animate_name = "wheeze"; __animate_map[animate_name] = animate_wheeze; return true; }