cocos2dx帧动画,例子效果

cocos2dx 添加帧动画,粒子效果 c++:
1.已图片帧加载动画

Sprite *grassBg = Sprite::create("loginScene/grass.png");
grassBg->setAnchorPoint(Vec2(0,0));
grassBg->setPosition(Vec2(0,0));
parent->addChild(grassBg);

CCAnimation *animation = CCAnimation::create();  
animation->addSpriteFrameWithFileName("loginScene/grass.png");  
animation->addSpriteFrameWithFileName("loginScene/grass1.png"); 
animation->addSpriteFrameWithFileName("loginScene/grass2.png");
animation->setDelayPerUnit(1.0f / 2.0f); // 这个动画包含14帧,将会持续2.8秒.  
animation1->setDelayPerUnit(1.0f / 2.0f); // 这个动画包含14帧,将会持续2.8秒.  
CCAnimate *Aniaction = CCAnimate::create(animation);  
grassBg->runAction(CCRepeatForever::create(Aniaction));  // 运行精灵对象 


2.已plist加载动画
SpriteFrameCache * pSpriteFrameCache = SpriteFrameCache::getInstance();
pSpriteFrameCache->addSpriteFramesWithFile("xiaocai.plist","xiaocai.png");
        auto sp = Sprite::createWithSpriteFrameName("xiaocai_1.jpg");
        sp->setPosition(VisibleSize.width/2,VisibleSize.height/2);
        
        auto ani = Animation::create();
        for (int i = 1;i < 12;i++)
        {
            std::string fileName = StringUtils::format("%s%d.jpg",buffer.c_str(), i);
            ani->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(fileName));
        }
        ani->setLoops(-1);  //循环播放
        ani->setDelayPerUnit(0.05f);  //播放间隔
        Animate* animate = Animate::create(ani);
        sp->runAction(animate);
        this->addChild(sp);


3.加载例子效果:
ParticleSystemQuad *particle = ParticleSystemQuad::create("lizi_2.plist");
particle->setPosition(Vec2(70,30));

addChild(particle);



lua加载plist动画:

   local spriteFrame = cc.SpriteFrameCache:getInstance()  
    spriteFrame:addSpriteFrames( "Common2/hall/ani/shop.plist" )
    local animation = cc.Animation:create()  
    for i=0, 13 do  
        local blinkFrame = spriteFrame:getSpriteFrame( string.format( "shop%d.png", i ) )  
        animation:addSpriteFrame( blinkFrame )  
    end  
    animation:setDelayPerUnit( 0.13 )
    animation:setRestoreOriginalFrame( true )
   local action = cc.Animate:create(animation)
   if self.spriteShop ==nil then
   self.spriteShop = cc.Sprite:createWithSpriteFrameName("shop0.png")  
   self.spriteShop:setAnchorPoint( 0.5, 0.5 )  
   self.spriteShop:setPosition(0,0)  
   self:addChild( self.spriteShop ) 
   end
   self.spriteShop:stopAllActions()
   self.spriteShop:runAction(cc.RepeatForever:create(action))

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转载自blog.csdn.net/u014206831/article/details/77885155
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