cocos2dx加载骨骼动画

cocos2dx c++:


//移除该骨骼动画
   ArmatureDataManager::getInstance()->removeArmatureFileInfo("paobu.ExportJson");
    // 连接该骨骼动画的资源
    ArmatureDataManager::getInstance()->addArmatureFileInfo("paobu.ExportJson");
//创建动画
    armature2=Armature::create("paobu");
//执行该骨骼动画序列中的第一个动画
    armature2->getAnimation()->playWithIndex(0);
//缩放人物,如果在当初是设置了scale,则可能会出现人物被分解的状况
    armature2->setScale(0.1);
//设置tag,便于以后控制
    armature2->setTag(105);
//设置动画的位置
    armature2->setPosition(Point(visibleSize.width*0.2, visibleSize.height*0.7));
//像场景添加人物骨骼动画
    this->addChild(armature2,2);




cocos2dx lua:
    local actionName = "huafeiziti";
    local resourceName = "Common2/action/huafeiziti/huafeiziti.ExportJson";
    if ccs.ArmatureDataManager:getInstance():getAnimationData(actionName) == nil then
         ccs.ArmatureDataManager:getInstance():addArmatureFileInfo(resourceName);
    end
    if self.titleAction~=nil then
self.titleAction:removeFromParent();
        self.titleAction:release();
self.titleAction=nil;
    end
    self.titleAction = ccs.Armature:create(actionName)   
    self.titleAction:setPosition(x,y);


    self.rootWidget:addChild(self.titleAction,1);
    self.titleAction:retain();
    self.titleAction:getAnimation():play("action", 0, 1);  //"action"是.ExportJson文件里的属性

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转载自blog.csdn.net/u014206831/article/details/79670229