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cocos2d-js でアニメーションを読み込む関数書いた

Last updated at Posted at 2015-02-17

最近 cocos-2d-js やってて、パラパラアニメを読み込むのが面倒だなと思って書いた。
cc.SpriteFrame の配列作って cc.AnimationCache に追加してくだけ。
enchant.js はこういうの用意してた気がするんだけど cocos2d もじつはあったりするのかなぁ。
(追記: plist っていうのを作ってもらえば SpriteFrame 使ってらくできる模様。けど今エフェクト作ってもらってる形式がパラパラアニメな png なので)

var loadAnimation = function (animation_name, width, height, turn_point, count, delay_time, image_path) {
    var x_count = 0;
    var y_count = 0;
    var frames_array = [];
    for (var i = 1; i < count; i++ ) {
        var current_x = width  * x_count;
        var current_y = height * y_count;

        var frame = cc.SpriteFrame.create(
            image_path,
            cc.rect( current_x, current_y, width, height )
        );
        frames_array.push(frame);

        if ( turn_point == 1 || i % turn_point == 0 ) {
            x_count = 0;
            y_count++;
        }
        else {
            x_count++;
        }
    }

    var animation = cc.Animation.create(frames_array, delay_time);
    cc.AnimationCache.getInstance().addAnimation(animation, animation_name);
};

使うときはこんな感じ

loadAnimation("a", 320, 240, 3, 15, 1/20, "parapara_anime.png");
var anim_cache = cc.AnimationCache.getInstance();
var a = anim_cache.getAnimation("a");
a.setRestoreOriginalFrame(true);
var anim = cc.Animate.create(a);
var anim_sprite = cc.Sprite.create();
anim_sprite.setTextureRect(cc.rect(0, 0, 320, 240));
anim_sprite.setPosition(200, 200);
this.addChild(anim_sprite);

anim_sprite.runAction(cc.RepeatForever.create(anim));
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