cocos2dx 3.3动画实现
cocos2dx 3.3 animation implementation
我是 cocos2dx 的新手 development.I 几乎在 android 中使用 cpp 语言学习了 cocos2dx(版本 3.3)的所有基础级别。我显示 cocos2dx.org.
有很多更新
在 android 我目前正在使用 cocos2dx 3.3 版开发俄罗斯方块游戏,我想知道什么是实现令人敬畏的动画的最佳方法,例如定时炸弹、炸弹爆炸、旋转游戏分数显示、弹出随着游戏分数的增加,向上和消失的气球。我想知道在 android 中使用 c++ 的动画实现 cocos2dx。我们还需要制作支持多屏支持的游戏,我搜索了很多所有这些点都找不到太多信息 google。
我很好地展示了声纳系统对初学者水平的支持,我们非常感谢,我在 YouTube 上观看了声纳系统分享的所有视频。我在那里学到了很多东西。我想知道cocos2dx中android的进阶动画
我们希望得到任何帮助。
谢谢
我也是cocos2dx 3.3的新手。好吧,我正在通过使用 (.plist) 粒子效果来使用爆炸(爆炸)动画
首先你需要一个 .plist 动画文件。有一个用于制作 .plist 文件的在线编辑器。你可以看看
这是 link 。 http://www.effecthub.com/particle2dx
现在您可以使用这行代码
CCParticleSystemQuad *system = CCParticleSystemQuad::create("explodeEffect.plist");
system->setTexture(CCTextureCache::sharedTextureCache()->addImage("yourplayer.png"));
system->setDuration(0.05);
system->setScale(3.0f);
system->setPosition(yourplayer->getPosition().x, yourplayer->getPosition().y);
this->addChild(system,1);
system->setAutoRemoveOnFinish(true);
这对你有帮助
这是我的 appmacros.h 过滤器 ..
#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
#define DESIGN_RESOLUTION_480X320 0
#define DESIGN_RESOLUTION_480X800 1
#define DESIGN_RESOLUTION_1024X768 2
#define DESIGN_RESOLUTION_1280X800 3
#define DESIGN_RESOLUTION_2048X1536 4
/* If you want to switch design resolution, change next line */
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_1280X800
typedef struct tagResource
{
cocos2d::CCSize size;
char directory[100];
}Resource;
static Resource smallResource = { CCSizeMake(480, 320), "iphone" };
static Resource mysmallResource = { CCSizeMake(800, 480), "iphone" };
static Resource mediumResource = { CCSizeMake(1024, 768), "ipad" };
static Resource myResource = { CCSizeMake(1280, 800), "ipad" };
static Resource largeResource = { CCSizeMake(2048, 1536), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(480, 320);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X800)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(800, 480);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1024, 768);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1280X800)
static CCSize designResolutionSize = cocos2d::CCSizeMake(1280, 800);
#else
#error unknown target design resolution!
#endif
// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
#define TITLE_FONT_SIZE (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / myResource.size.width * 24)
#endif /* __APPMACROS_H__ */
现在我们可以在 appdelegate 中使用这个 class.. 所以我的 appdelegate 看起来像...
#include "AppDelegate.h"
#include "MenuLayer.h"
#include "AppMacros.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate() {
}
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
CCLOG("%s","applicationDidFinishLaunching ");
// initialize director
// CCDirector* pDirector = CCDirector::sharedDirector();
// CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
director->setOpenGLView(glview);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width,
designResolutionSize.height, kResolutionFixedWidth);
//CCSize frameSize = pEGLView->getFrameSize();
CCSize frameSize = director->getVisibleSize();
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.width > myResource.size.width) {
director->setContentScaleFactor(
largeResource.size.width / designResolutionSize.width);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.width > mediumResource.size.width) {
director->setContentScaleFactor(
myResource.size.width / designResolutionSize.width);
} else if (frameSize.width > mysmallResource.size.width) {
director->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
} else if (frameSize.width > smallResource.size.width) {
director->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else {
director->setContentScaleFactor(
designResolutionSize.width / smallResource.size.width);
}
// turn on display FPS
director->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
CCScene *pScene = MenuLayer::scene();
director->runWithScene(pScene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
CocosDenshion::SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
我是 cocos2dx 的新手 development.I 几乎在 android 中使用 cpp 语言学习了 cocos2dx(版本 3.3)的所有基础级别。我显示 cocos2dx.org.
有很多更新在 android 我目前正在使用 cocos2dx 3.3 版开发俄罗斯方块游戏,我想知道什么是实现令人敬畏的动画的最佳方法,例如定时炸弹、炸弹爆炸、旋转游戏分数显示、弹出随着游戏分数的增加,向上和消失的气球。我想知道在 android 中使用 c++ 的动画实现 cocos2dx。我们还需要制作支持多屏支持的游戏,我搜索了很多所有这些点都找不到太多信息 google。
我很好地展示了声纳系统对初学者水平的支持,我们非常感谢,我在 YouTube 上观看了声纳系统分享的所有视频。我在那里学到了很多东西。我想知道cocos2dx中android的进阶动画
我们希望得到任何帮助。
谢谢
我也是cocos2dx 3.3的新手。好吧,我正在通过使用 (.plist) 粒子效果来使用爆炸(爆炸)动画 首先你需要一个 .plist 动画文件。有一个用于制作 .plist 文件的在线编辑器。你可以看看 这是 link 。 http://www.effecthub.com/particle2dx
现在您可以使用这行代码
CCParticleSystemQuad *system = CCParticleSystemQuad::create("explodeEffect.plist");
system->setTexture(CCTextureCache::sharedTextureCache()->addImage("yourplayer.png"));
system->setDuration(0.05);
system->setScale(3.0f);
system->setPosition(yourplayer->getPosition().x, yourplayer->getPosition().y);
this->addChild(system,1);
system->setAutoRemoveOnFinish(true);
这对你有帮助
这是我的 appmacros.h 过滤器 ..
#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
#define DESIGN_RESOLUTION_480X320 0
#define DESIGN_RESOLUTION_480X800 1
#define DESIGN_RESOLUTION_1024X768 2
#define DESIGN_RESOLUTION_1280X800 3
#define DESIGN_RESOLUTION_2048X1536 4
/* If you want to switch design resolution, change next line */
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_1280X800
typedef struct tagResource
{
cocos2d::CCSize size;
char directory[100];
}Resource;
static Resource smallResource = { CCSizeMake(480, 320), "iphone" };
static Resource mysmallResource = { CCSizeMake(800, 480), "iphone" };
static Resource mediumResource = { CCSizeMake(1024, 768), "ipad" };
static Resource myResource = { CCSizeMake(1280, 800), "ipad" };
static Resource largeResource = { CCSizeMake(2048, 1536), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(480, 320);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X800)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(800, 480);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(1024, 768);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::CCSize designResolutionSize = cocos2d::CCSizeMake(2048, 1536);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1280X800)
static CCSize designResolutionSize = cocos2d::CCSizeMake(1280, 800);
#else
#error unknown target design resolution!
#endif
// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
#define TITLE_FONT_SIZE (cocos2d::CCEGLView::sharedOpenGLView()->getDesignResolutionSize().width / myResource.size.width * 24)
#endif /* __APPMACROS_H__ */
现在我们可以在 appdelegate 中使用这个 class.. 所以我的 appdelegate 看起来像...
#include "AppDelegate.h"
#include "MenuLayer.h"
#include "AppMacros.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate() {
}
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
CCLOG("%s","applicationDidFinishLaunching ");
// initialize director
// CCDirector* pDirector = CCDirector::sharedDirector();
// CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
director->setOpenGLView(glview);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width,
designResolutionSize.height, kResolutionFixedWidth);
//CCSize frameSize = pEGLView->getFrameSize();
CCSize frameSize = director->getVisibleSize();
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.width > myResource.size.width) {
director->setContentScaleFactor(
largeResource.size.width / designResolutionSize.width);
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.width > mediumResource.size.width) {
director->setContentScaleFactor(
myResource.size.width / designResolutionSize.width);
} else if (frameSize.width > mysmallResource.size.width) {
director->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
} else if (frameSize.width > smallResource.size.width) {
director->setContentScaleFactor(
designResolutionSize.width / mediumResource.size.width);
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else {
director->setContentScaleFactor(
designResolutionSize.width / smallResource.size.width);
}
// turn on display FPS
director->setDisplayStats(false);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
CCScene *pScene = MenuLayer::scene();
director->runWithScene(pScene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
CCDirector::sharedDirector()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
CCDirector::sharedDirector()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
CocosDenshion::SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}