cocos2d-x游戏角色待机和奔跑动作切换测试
粗略写了个Player类,用来测试人物的待机动作和奔跑动作的播放,以及两种动作的切换播放。
1,这里要用到plist文件,对于plist,我目前的理解就是:plist和xml很像,可以说就是xml, 不过在mac下面就成了plist,美术资源如果是一张有9个帧动作的图片,那么plist文件里就应该有9个dict节点来分别对应这9个动作,每个节点里的属性包括精灵大小、需要渲染的纹理矩形的左上角和右下角这两个点的坐标、坐标偏移值、精灵单张原始图片的大小...
最开始时是想通过setPostition和 setAnothorPoint来解决人物的原点位置设置,但发现可以直接在plist里设置offset偏移量来决定原点位置。
plist文件里的spriteOffset属性正好可以用来设置原点的位置。
这里给出我自己算出的spriteOffset坐标公式:
X = 人物单帧图片宽度的一半 减去 注册点到图片的右边距 (得到值可能是负数,就要负数,不要绝对值)
Y = 人物单帧图片高度的一半 减去 注册点到图片的底边
2,cocos2d-x真心很赞,图片纹理渲染优化都有处理,使用这种纹理缓存机制,可以避免重复渲染相同的纹理。
这里涉及到几个类:
CCSpriteBatchNode, CCSpriteFrameCache, CCSpriteFrame, CCAnimation
3, 代码中包括触屏之后除了人物的动作切换,还有位移、水平转向的处理,代码借鉴了官方test里的例子,贴心的2dx团队呀有么有!!!
4,新手要注意,draw方法不是主动去调用的,这里是重写了父类的draw方法,在这里绘制了一下人物的脚下画了个十字以以表示原点位置,方便测试,
ccDrawLine()方法就是直接调用openGL ES的接口在屏幕上绘制一条线。那么draw方法是被谁调用的呢,是cocos2d-x的UI主线程。
// // Player.h // PlayerActionTest // // Created by 嘉定 on 12-12-25. // // #ifndef __PlayerActionTest__Player__ #define __PlayerActionTest__Player__ #include "cocos2d.h" USING_NS_CC; class Player : public CCSprite { public: Player(); virtual ~Player(); virtual bool init(); virtual void draw(); typedef enum { state_idle = 1, state_run = 2, state_sit = 3, state_UnKnown = 4 } ActionState; typedef enum { headward_left = 1, headward_right = 2, headward_Unknow = 3 }HeadwardType; //跑向一个点,达到目标后是否回调 void runTo(CCPoint targetPos,bool callback); //播放某个动作动画 void playAction(ActionState state); //当前动作状态 ActionState currentActionState; //当前朝向 HeadwardType currentHeadward; CREATE_FUNC(Player); private: //动画批处理节点 CCSpriteBatchNode *idleSpriteBatch; CCSpriteBatchNode *runSpriteBatch; //侦动画缓存 CCSpriteFrameCache *idleFrameCache; CCSpriteFrameCache *runFrameCache; CCSprite *idleSprite; CCSprite *runSprite; void stopCurrentAction(); //播放待机动画 void idle(); //播放奔跑动画 void run(); //跑到目标点之后回调 //handler void runToCallBack(); }; #endif /* defined(__PlayerActionTest__Player__) */
// // Player.cpp // PlayerActionTest // // Created by 嘉定 on 12-12-25. // // #include "Player.h" Player::Player(): idleFrameCache(NULL), runFrameCache(NULL), idleSpriteBatch(NULL), runSpriteBatch(NULL), idleSprite(NULL), runSprite(NULL), currentActionState(Player::state_UnKnown), currentHeadward(Player::headward_Unknow) { } Player::~Player() { } bool Player::init() { if(!CCSprite::init()) { return false; } //默认朝向右边 currentHeadward = headward_right; //init total action FrameCache idleFrameCache = CCSpriteFrameCache::sharedSpriteFrameCache(); idleFrameCache->addSpriteFramesWithFile("player/heping.plist","player/heping.png"); runFrameCache = CCSpriteFrameCache::sharedSpriteFrameCache(); runFrameCache->addSpriteFramesWithFile("player/pao.plist", "player/pao.png"); return true; } void Player::runTo(CCPoint targetPos,bool callback) { this->stopAllActions(); //目前用CCMoveTO,需要设定一个从当前位置到目标位置的移动时间,那么应提前算出移动所需的时间 const float SPEED = 12; float playerX = this->getPosition().x; float playerY = this->getPosition().y; if(targetPos.x >= playerX) { this->currentHeadward = headward_right; } else { this->currentHeadward = headward_left; } this->playAction(state_run); float disX = playerX - targetPos.x; float disY = playerY - targetPos.y; const float DIS = sqrtf(disX * disX + disY * disY); float moveTime = (DIS / SPEED) / 60; //但是人物的移动时间要按照从当前点到touch点的真实距离来计算时间 CCAction *action = NULL; if(callback) { action = CCSequence::create( CCMoveTo::create(moveTime, targetPos), CCCallFunc::create(this, callfunc_selector(Player::runToCallBack)), NULL); } else { action = CCSequence::create(CCMoveTo::create(moveTime, targetPos),NULL); } this->runAction(action); //角度转向 // // float at = (float) CC_RADIANS_TO_DEGREES(atanf(disX/disY)); // // if(disX < 0) // { // if(disY < 0) // at = 180 + fabs(at); // else // at = 180 - fabs(at); // } // this->runAction(CCRotateTo::create(1, at)); } void Player::playAction(ActionState state) { if(currentActionState == state) { //这里逻辑有点细微,当正在向左跑时,如果点击了人物右边屏幕,那么不回重新创建一次奔跑的动画变量,但是人物时需要反转的 //idle状态不需要考虑这一点,跑到了就会idle,这时会自动根据之前奔跑的朝向来设定。 if(currentActionState == state_run) { if(runSprite->isFlipX() && currentHeadward == headward_right) { runSprite->setFlipX(false); } else if(!runSprite->isFlipX() && currentHeadward == headward_left) { runSprite->setFlipX(true); } } return; } if(state == state_idle) { idle(); } else if(state == state_run) { run(); } else { } } void Player::draw() { ccDrawColor4B(255, 0, 0, 255); glLineWidth(6.0f); ccDrawLine(ccp(-20,0),ccp(20,0)); ccDrawLine(ccp(0,15),ccp(0,-15)); } void Player::idle() { stopCurrentAction(); idleSprite = CCSprite::createWithSpriteFrameName("heping_01"); if(this->currentHeadward == headward_left) { idleSprite->setFlipX(true); } else if(this->currentHeadward == headward_right) { idleSprite->setFlipX(false); } CCSize idleSize = idleSprite->getContentSize(); idleSpriteBatch = CCSpriteBatchNode::create("player/heping.png"); idleSpriteBatch->addChild(idleSprite); addChild(idleSpriteBatch); //动画帧数组 CCArray *animatFrames = CCArray::createWithCapacity(8); char str[100] = {0}; for(int i = 1;i < 8;++i) { sprintf(str, "heping_%02d",i); CCSpriteFrame *frame = idleFrameCache->spriteFrameByName(str); animatFrames->addObject(frame); } CCAnimation *animation = CCAnimation::createWithSpriteFrames(animatFrames,0.2f); idleSprite->runAction(CCRepeatForever::create(CCAnimate::create(animation))); currentActionState = state_idle; } void Player::run() { stopCurrentAction(); runSprite = CCSprite::createWithSpriteFrameName("run_01"); if(this->currentHeadward == headward_left) { runSprite->setFlipX(true); } else if(this->currentHeadward == headward_right) { runSprite->setFlipX(false); } CCSize runSize = runSprite->getContentSize(); runSpriteBatch = CCSpriteBatchNode::create("player/pao.png"); runSpriteBatch->addChild(runSprite); addChild(runSpriteBatch); CCArray *animatFrames = CCArray::createWithCapacity(7); char str[100] = {0}; for(int i = 1;i < 7;++i) { sprintf(str, "run_%02d",i); CCSpriteFrame *frame = runFrameCache->spriteFrameByName(str); animatFrames->addObject(frame); } CCAnimation *animation = CCAnimation::createWithSpriteFrames(animatFrames,0.08f); runSprite->runAction(CCRepeatForever::create(CCAnimate::create(animation))); currentActionState = state_run; } void Player::stopCurrentAction() { if(currentActionState == state_idle) { idleSprite->stopAllActions(); idleSpriteBatch->removeChild(idleSprite,true); removeChild(idleSpriteBatch,true); } else if(currentActionState == state_run) { runSprite->stopAllActions(); runSpriteBatch->removeChild(runSprite, true); removeChild(runSprite,true); } else { } } void Player::runToCallBack() { this->playAction(state_idle); }
<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>frames</key> <dict> <key>run_01</key> <dict> <key>spriteSize</key> <string>{151, 127}</string> <key>textureRect</key> <string>{{0, 0}, {151,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_01</string> </array> </dict> <key>run_02</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{151, 0}, {302,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_02</string> </array> </dict> <key>run_03</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{302, 0}, {453,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_03</string> </array> </dict> <key>run_04</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{453, 0}, {604,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_04</string> </array> </dict> <key>run_05</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{604, 0}, {755,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_05</string> </array> </dict> <key>run_06</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{755, 0}, {906,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_06</string> </array> </dict> <key>run_07</key> <dict> <key>spriteSize</key> <string>{151,127}</string> <key>textureRect</key> <string>{{906, 0}, {1057,127}}</string> <key>spriteOffset</key> <string>{-13, 42}</string> <key>textureRotated</key> <false/> <key>spriteSourceSize</key> <string>{151,127}</string> <key>aliases</key> <array> <string>run_07</string> </array> </dict> </dict> <key>metadata</key> <dict> <key>format</key> <integer>3</integer> <key>size</key> <string>{1057, 127}</string> </dict> </dict> </plist>