x入门: 序列帧动画实现

cocos2d-x 2.x  CCArray* splashFrames = CCArray::createWithCapacity(16);for (int i=1; i<=23; i++) {const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();CCSpriteFrame* frame = cache->spriteFrameByName(str);splashFrames->addObject(frame);}CCAnimation *splashAnim = CCAnimation::create();splashAnim = CCAnimation::createWithSpriteFrames(splashFrames, 0.02f);Cocos2d-x 3.xVector<SpriteFrame*> splashFrames;for (int i=1; i<=23; i++) {const char* str = CCString::createWithFormat("Splash_%04d.png",i)->getCString();SpriteFrame* frame = cache->getSpriteFrameByName(str);splashFrames.pushBack(frame);}Animation *splashAnim = Animation::create();splashAnim = Animation::createWithSpriteFrames(splashFrames, 0.02f);很明显,2.x与3.x的实现方式,最大的区别在于3.x用不定长的Vector来组织帧序列,,相对更加灵活

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x入门: 序列帧动画实现

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