[cocos2d]create annimation sprite controled by ourself
1. create a batchnode like with the picture created by Textures Paker
| CCSpriteBatchNode *spriteSheet =[CCSpriteBatchNode batchNodeWithFile:@"AnimBear.jpg"]; | 
2. cache sprite frames with plist (also created together with above)
| [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"AnimBear.plist"] | 
3. create a array with frame like:
| NSMutableArray*walkAnimFrames =[NSMutableArray array]; for(int i =1; i <=8; ++i){[walkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"bear%d.jpg", i]]]; } | 
4. Create an animation:
| CCAnimation *walkAnim =[CCAnimation animationWithFrames:walkAnimFrames delay:0.1f]; | 
(till now, you can use this animation to play it by action, but this is not the way I want. I want to control this annimation by myself)
*here comes the better part:
5. Add CCAnimation to CCAnimationCache with addAnimation with name
6. create a sprite with first frame [CCSprite spriteWithSpriteFrameName:@"bear1.jpg"]
7. use this below msg to update the frame as will
| - (void) setDisplayFrameWithAnimationName: | 
 | (NSString *) | animationName | 
| index: | 
 | (int) | frameIndex | 
 
                     
                    
                 
                    
                 
                
            
         
         
 浙公网安备 33010602011771号
浙公网安备 33010602011771号