本节课主要学习了如何使用Animation Editor制作帧动画和如何在cocosjs环境下加载这些帧动画。首先通过查阅资料:
添加骨骼文件信息,由骨骼数据管理器管理。采用ccs.ArmatureFileInfo这个类添加动画文件,然后添加动画层,然后播放哪一帧的动画。当然在此之前一定要在我们的配置文件中加入”extensions”,只有加入这个才可以用cocostudio的内容......还有不能忘记在Resuorce.js添加.plist .png .json文件。具体代码如下:
var HelloWorldLayer = cc.Layer.extend({
sprite:null,
isAttack:null,
ctor:function () {
this._super();
var size = cc.winSize;
cc.eventManager.addListener({
event:cc.EventListener.TOUCH_ONE_BY_ONE,
swallowTouches:true,
onTouchBegan:this.ontouchbegan.bind(this),
onTouchMoved:this.ontouchmoved,
onTouchEnded:this.ontouchended.bind(this)
},this);
//添加动画文件
ccs.armatureDataManager.addArmatureFileInfo(res.ani_attack_json);
//添加动画层
var ani = new ccs.Armature("NewAnimationAttack");
//添加标记
ani.setTag(100);
ani.setPosition(size.width/2,size.height/2);
this.addChild(ani);
return true;
},
ontouchbegan: function (touch,event) {
var ani = event.getCurrentTarget().getChildByTag(100);
//播放刚刚添加的动画
ani.getAnimation().playWithIndex(0);
this.isAttack=false;
//当动画播放结束后,执行监听
ani.getAnimation().setMovementEventCallFunc(this.animationEvent,this);
return true;
},
animationEvent:function (armature,movementType,movementID) {
var size = cc.winSize;
if(!this.isAttack){
//移除之前的动画
this.removeChildByTag(100);
ccs.armatureDataManager.addArmatureFileInfo(res.ani_walk_json);
var ani1 = new ccs.Armature("NewAnimationWalk");
ani1.getAnimation().playWithIndex(0);
ani1.getAnimation().s
ani1.setPosition(size.width/2,size.height/2);
this.addChild(ani1);
}
},
ontouchmoved:function(){
},
ontouchended: function () {
}
});
var HelloWorldScene = cc.Scene.extend({
onEnter:function () {
this._super();
var layer = new HelloWorldLayer();
this.addChild(layer);
}
});
最后附上作业链接:
http://www.cocoscvp.com/usercode/3355e343a7cf923a23fbfb9cbf9551b1b6e73f48/
原文链接:https://www.f2er.com/cocos2dx/339512.html