void AnimationCommandLayer::onFrameEvent(Frame * frame) { EventFrame* evnt = dynamic_cast<EventFrame*>(frame); std::string aniStr = evnt->getEvent(); if (!evnt) { return; } Sprite* sp = (Sprite*)evnt->getNode(); if (aniStr != "")//spine动画 compare(0, 3, "spi") { Player * player = (Player *)sp->getChildByTag(SPINE_ANIMATION_PLAYER_TAG); player->playRoleAction(aniStr.c_str(), true); CCLOG("%s Spine Animation is %s", player->getName().c_str(), aniStr.c_str()); } //暂时去掉下面的代码,如果以后需要执行cocos studio做不出来的动画,那么修改规则,用下面的代码 cuihanbing // else if (str.compare(0, 3, "act") == 0)//需要cocos2d执行的动画 // { // if (str == "act_chuxian") // { // evnt->getNode()->setOpacity(256); // CCLOG("Action is %s", str.c_str()); // } // } }
void ScoreLabel::setScore(int score) { this->timeline->play("CountUp", false); this->timeline->setFrameEventCallFunc([this, score](Frame* frame) { EventFrame* frameEvent = dynamic_cast<EventFrame*>(frame); auto eventName = frameEvent->getEvent(); if (eventName == "CountUp") { this->scoreLabel->setString(std::to_string(score)); } }); }
void TestTimelineFrameEvent::onFrameEvent(Frame* frame) { EventFrame* evnt = dynamic_cast<EventFrame*>(frame); if(!evnt) return; std::string str = evnt->getEvent(); if (str == "changeColor") { evnt->getNode()->setColor(Color3B(0,0,0)); } else if(str == "endChangeColor") { evnt->getNode()->setColor(Color3B(255,255,255)); } }
void Entity::attack(const std::string attackName) { if (! this->stateMachine->canAttack()) { return; } if (this->stateMachine->isDead()) { return; } EntityAttackParams attackParams = this->getAttackParamsByName(attackName); std::string particleFilePath = attackParams.particleFilePath; this->timeline->play(attackName, false); this->timeline->setFrameEventCallFunc([this, attackName, particleFilePath](Frame* frame) { EventFrame* frameEvent = dynamic_cast<EventFrame*>(frame); auto eventName = frameEvent->getEvent(); // log("---- %s ----", eventName.c_str()); if (eventName == "Ready") { this->currentAttackName = attackName; this->stateMachine->readyToAttack(); } else if (eventName == "Attack") { this->stateMachine->startToAttack(); if (particleFilePath != "") { ParticleSystemQuad* particle = ParticleSystemQuad::create(particleFilePath); this->addChild(particle); } } else if (eventName == "Cooldown") { this->stateMachine->coolDownAttaking(); } else if (eventName == "Finish") { this->stateMachine->finishAttaking(); this->currentAttackName = ""; } }); }