Hi,
Suppose you have a sprite sheet of the desired animation you want. But how will you use that sprite sheet animation in your program using cocos2D? That’s simple. See the following code first.
//Initializing a CCSpriteBatchNode with our sprite sheet image CCSpriteBatchNode *newSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"jumpingOver.png"]; //Adding the spriteSheet to the layer & setting the z orientations [self addChild:spriteSheet z:14]; //Creating Frames from the frames file jumpingOver.plist [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"jumpingOver.plist"]; //Initializing a sprite with the first frame from plist CCSprite *jumper = [CCSprite spriteWithSpriteFrameName:@"jump1.png"]; //Creating an NSMutableArray for adding the frames from plist NSMutableArray *framesArray = [[NSMutableArray array] retain]; //Iterating for the total number of frames from plist //Here supposing our jumpingOver plist have 15 images for(int i=0; i<15; i++){ //Adding frames to our framesArray from the frames [turningFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"jump%d.png",i]]]; } //Creating an animation using the frames in framesArray CCAnimation *jumping = [CCAnimation animationWithFrames:framesArray delay:0.25f]; //Setting our jumper sprite sprite sheet animation to the position of one another sprite //oldSprite is our previous sprite on that position we are adding the animation jumper.position=oldSprite.position; //Creating action from the animation jumping CCAction *jumpAction= [CCAnimate actionWithAnimation:jumping]; //running the action on jumper sprite with the sprite sheet animation action on jumpAction [jumper runAction:jumpAction]; //Adding the jumper sprite to the layer with z orientation [self addChild:jumper z:15];
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Iād be inclined to give carte blanche with you one this subject. Which is not something I usually do! I enjoy reading a post that will make people think. Also, thanks for allowing me to comment!