在线时间:8:00-16:00
迪恩网络APP
随时随地掌握行业动态
扫描二维码
关注迪恩网络微信公众号
创建spine动画有两种方法,分别是createwithfile和createwithdata。 createWithFile是通过加载动作数据马上进行创建,如果spine动画中的json文件大小超过100k时,会出现卡顿现象,如果动画文件偏小,可以使用这个方法来创建动画。 createWithData是通过预加载,保存动画数据在spSkeletonData中,然后通过实现创建动画,这个方法可以使用在spine动画偏大的情况下使用。
cocos2dx 自带的LuaSkeletonAnimation文件中没有对createWithData进行实现,所有,我选择继承SkeletonAnimation来重写该方法。 实现方法如下:
(SpineAnimation_new.h) #include <stdio.h> #include "cocos/editor-support/spine/SkeletonAnimation.h" #include "cocos/editor-support/spine/spine.h" #include "spine/SkeletonRenderer.h" #include "cocos2d.h"
using namespace spine;
class SpineAnimation_new:spine::SkeletonAnimation { public: static SpineAnimation_new *createWithSkeletonData(spSkeletonData* skeletonData); static SpineAnimation_new *createWithSkeletonAnimation(SpineAnimation_new*skeletonAnim); static SpineAnimation_new *createWithFileName(const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1); virtual ~SpineAnimation_new(); spSkeletonData* getSkeletonData() { spSkeletonData*skData =SkeletonRenderer::getSkeleton()->data; return skData; } private: SpineAnimation_new(spSkeletonData*skeletonData); SpineAnimation_new(const std::string& skeletonDataFile, const std::string& atlasFile, float scale = 1); };
(SpineAnimation_new.cpp)
#include "SpineAnimation_new.h" #include "cocos2d.h" #include "cocos/scripting/lua-bindings/manual/cocos2d/LuaScriptHandlerMgr.h" #include "CCLuaStack.h" #include "CCLuaEngine.h"
USING_NS_CC;
SpineAnimation_new *SpineAnimation_new::createWithSkeletonData(spSkeletonData* skeletonData) { SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonData); node->autorelease(); return node; }
SpineAnimation_new *SpineAnimation_new::createWithSkeletonAnimation(SpineAnimation_new*skeletonAnim) { SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonAnim->getSkeletonData()); node->autorelease(); return node; }
SpineAnimation_new *SpineAnimation_new::createWithFileName(const std::string& skeletonDataFile, const std::string& atlasFile, float scale) { SpineAnimation_new* node = new (std::nothrow)SpineAnimation_new(skeletonDataFile, atlasFile, scale); node->autorelease(); return node; }
SpineAnimation_new::~SpineAnimation_new() { ScriptHandlerMgr::getInstance()->removeObjectAllHandlers((void*)this); }
SpineAnimation_new::SpineAnimation_new(spSkeletonData*skeletonData): SkeletonAnimation(skeletonData) {
} SpineAnimation_new::SpineAnimation_new(const std::string& skeletonDataFile, const std::string& atlasFile, float scale):SkeletonAnimation(skeletonDataFile,atlasFile,scale) { } 在绑定lua的c++代码中,cocos2dx自带的打包工具会出现一下小问题,在栈中获取不了加载好的spine数据,所以要我将读栈方法修改如下: argc = lua_gettop(tolua_S) - 1; if (argc == 1) { SpineAnimation_new* arg0 = (SpineAnimation_new*)tolua_tousertype(tolua_S,2,0); SpineAnimation_new* ret = SpineAnimation_new::createWithSkeletonAnimation(arg0); return 1; }
在lua代码中,我先将所有spine动画创建加载,放在一个table中,并且调用retain()方法避免场景切换时被释放,然后在游戏过程中,通过键值获取table中预先创建好的spine动画实现创建。 local spineAnim = cc.SpineAnimation_new:createWithFileName("role/tn_zt/tn_zt.json","role/tn_zt/tn_zt.atlas")--预加载动画资源 self._sprite3d = cc.SpineAnimation_new:createWithSkeletonAnimation(spineAnim)--创建动画 self:addChild(self._sprite3d)--添加到当前场景 self._sprite3d:setPosition(200,200)
通过以上方法就可以实现spine动画的预加载 (转载时请注明出处,from 博客园:HemJohn)
|
请发表评论