Home Database Mysql Tutorial spriter动画编辑器的cocos2d

spriter动画编辑器的cocos2d

Jun 07, 2016 pm 03:01 PM
c animation at present editor

目前我的cocos2d-x编辑器的动画部分接口采用的是spriter动画编辑器提供的接口,spriter动画编辑器虽然简陋,但一般的需求基本上能够满足。可以在http://www.brashmonkey.com/spriter.htm下载,另外cocos2d-x的接口可以在论坛http://www.brashmonkey.com/foru

目前我的cocos2d-x编辑器的动画部分接口采用的是spriter动画编辑器提供的接口,spriter动画编辑器虽然简陋,但一般的需求基本上能够满足。可以在http://www.brashmonkey.com/spriter.htm下载,另外cocos2d-x的接口可以在论坛http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=870下载。

接口导入进来之后,一切都很正常,然而在采用该接口进行开发时,发现有几个比较严重的问题。

问题1:资源采用多文件夹形式存储,渲染效率低

问题2:一个png只能有一个ccsprite,在编辑器是正常的,然而采用论坛那个接口导入到cocos2d-x就有问题。

问题3:精灵不能flip

问题4:不支持scale变换

 

陆续修改了上述4个问题

资源采用Sprite Frame实现

png的bug线性实现,时间复杂度O(1)

flip的实现参考cocos2d-x源码中CCTransitionFlipX的实现——摄像头换位

scale参考angle的变换就OK了

代码如下:

(代码中掺杂了编辑器部分的代码,精力有限,本代码仅供参考)

头文件:

//------------------------------------------------------------------------
//
//	SCMLAnimator : KickStarter project Spriter renderer for cocos2d-x.
//
//	Spriter website : http://www.kickstarter.com/projects/539087245/spriter
//
//	Licensed under the BSD license, see LICENSE in root for details.
// 
//	Copyright (c) 2012 James Hui (a.k.a. Dr.Watson)
// 
//	For latest updates, please visit http://jameshui.com
//
//------------------------------------------------------------------------


#ifndef _CC_SPRITER_X_H_
#define _CC_SPRITER_X_H_

#include <vector>
#include <string>
#include "JEvent.h"
#include "cocos2d.h"
#include "TouchSprite.h"
#include "tinyxml.h"


class CCSpriterX;
#define FILE_SPRITE_SIZE 128

namespace SCMLHelper
{

	struct File
	{
		File();
		~File();

		void Init(TiXmlNode *node);

		int id;
		std::string name;
		float width;
		float height;
		//一个文件可能有多个关联
		cocos2d::CCSprite* sprites[FILE_SPRITE_SIZE];

	};

	class Folder
	{
	public:
		Folder();
		~Folder();
		
		void Init(TiXmlNode *node);
		
		int GetFileCount();
		File *GetFile(int index);

	private:
		int mId;
		std::string mName;

		std::vector <file> mFiles;

	};

	struct ObjectRef
	{
		void Init(TiXmlNode *node);

		int id;
		int timeline;
		int key;
		int z_index;
	};

	struct Object
	{
		void Init(TiXmlNode *node, CCSpriterX *animator, int timelineId);
		
		int folder;
		int file;
		float x;
		float y;
		float angle;
		float scaleX;
		float scaleY;
		float pivot_x;
		float pivot_y;
		int z_index;

		cocos2d::CCSprite *sprite;

	};

	class Key
	{
	public:
		Key();
		~Key();
		
		void Init(TiXmlNode *node, CCSpriterX *animator, int timelineId);
		
		int GetObjectRefCount();
		ObjectRef *GetObjectRef(int index);
		
		int GetObjectCount();
		Object *GetObject(int index);

		float GetTime();

		bool IsSpinCounterClockwise();

	private:
		int mId;
		float mTime;
		bool mSpinCounterClockwise;

		std::vector <object> mObjects;
		std::vector <objectref> mObjectRefs;
		// will have bones later

	};

	class Timeline
	{
	public:
		Timeline();
		~Timeline();

		void Init(TiXmlNode *node, CCSpriterX *animator);
		int GetKeyframeCount();
		Key *GetKeyframe(int index);

	private:
		int mId;
		std::vector <key> mKeyframes;
	};


	class Animation
	{
    public:
		CC_SYNTHESIZE(JEvent *, event, Event);
        CC_SYNTHESIZE(std::string, afterAction, AfterAction);
        CCSpriterX * spr;
	public:
		void Restart();
		Animation(CCSpriterX * spr);
		~Animation();
        
		void Update(float dt);
		void Init(TiXmlNode *node, CCSpriterX *animator);
        
		void Render();

		bool IsDone(); 

	public:
		std::string getName(){return mName;}
	private:
		int mId;
		std::string mName;
		float mLength;
		bool mLooping;
		bool mDone;

		Timeline *mMainline;
		int mCurrKeyframe;

		std::vector <timeline> mTimelines;

		float mTimer;

		cocos2d::CCPoint mPosition;

	};


	class Entity
	{
    private:
        CCSpriterX * spr;
	public:
		Entity(CCSpriterX * spr);
		~Entity();
		void StartWithEvent(const char * name, JEvent * event);
		std::string CurrentAction();
		void Update(float dt);
		void Render();
		void Start(const char * name,const char* _afterAction);
		void SetId(int id);
		void SetName(const char *name);
		void AddAnimation(Animation *animation);

		void NextAnimation();


	private:

		int mId;
		std::string mName;

		std::vector <animation> mAnimations;

		int mCurrAnimation;

	};

}


class CCSpriterX : public TouchSprite
{ 
private:
	struct Pit{
		int fileId;
		int id;
		int folderId;
	};
	Pit fileSprites[FILE_SPRITE_SIZE];
	CC_SYNTHESIZE(ccColor3B, colorX, ColorX);
public:
	CCSpriterX();
	~CCSpriterX(); 
	virtual void setFlipX(bool bFlipX); 
	bool initWithFile(const char *filename); 
	std::string CurrentAction(); 
	virtual void draw(void); 
	virtual void update(float dt); 

	static CCSpriterX * create(const char *filename); 
	cocos2d::CCSprite * getSprite(int folderId, int fileId, int timelineId); 
	void PlayNext(); 
	void PlayWithEvent(const char * name, JEvent * event); 
	void Play(const char* name,const char* _afterAction = 0); 

private:
	std::vector <:folder> mFolders;
	std::vector <:entity> mEntities;

	int mCurrEntity;
};



#endif
</:entity></:folder></animation></timeline></key></objectref></object></file></string></vector>
Copy after login

源文件:
//------------------------------------------------------------------------
//
//	CCSpriterX : KickStarter project Spriter renderer for cocos2d-x.
//
//	Spriter website : http://www.kickstarter.com/projects/539087245/spriter
//
//	Licensed under the BSD license, see LICENSE in root for details.
// 
//	Copyright (c) 2012 James Hui (a.k.a. Dr.Watson)
// 
//	For latest updates, please visit http://jameshui.com
//
//------------------------------------------------------------------------

#include "CCSpriterX.h"
#include "Common.h"
#include "jerror.h" 

USING_NS_CC;


namespace SCMLHelper
{

	///////////////////////////////////////////////////////////////////////////////////

	File::File()
	{
		for(size_t i=0; i<file_sprite_size sprites file:: for i="0;" if null>release();
			}
		}
	}

	void File::Init(TiXmlNode *node)
	{
		TiXmlElement *element = node->ToElement();
		if (element)
		{
			int intValue;
			float floatValue;

			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				id = intValue;
			else
				id = 0;

			name = element->Attribute("name");

			if (element->QueryFloatAttribute("width", &floatValue) == TIXML_SUCCESS)
				width = floatValue;
			else
				width = 0;

			if (element->QueryFloatAttribute("height", &floatValue) == TIXML_SUCCESS)
				height = floatValue;
			else
				height = 0;

			if (name.size()>0)
			{
				//资源全部放到scml目录中!
				std::string path = workPath+gConfig->read<:string>("res")+"/";
				
				//sprite = CCSprite::create((path+"scml/"+name).c_str());
				sprites[0] = CCSprite::createWithSpriteFrameName(name.c_str());
				sprites[0]->retain(); 
			}

		}

	}

	///////////////////////////////////////////////////////////////////////////////////

	Folder::Folder()
		: mId(0)
	{ 
		mFiles.reserve(50); 
	}


	Folder::~Folder()
	{
		int count = mFiles.size();
		for (int i=0;i<count cc_safe_delete mfiles.clear int folder::getfilecount return mfiles.size file index if mfiles null void folder::init tixmlelement node->ToElement();
		if (element)
		{
			int intValue;

			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				mId= intValue;

			mName = element->Attribute("name")==0?".":element->Attribute("name");

			for (TiXmlNode* fileNode = node->FirstChild(); fileNode; fileNode = fileNode->NextSibling())
			{
				File *file = new File();
				file->Init(fileNode);

				mFiles.push_back(file);
			}

		}

	}

	///////////////////////////////////////////////////////////////////////////////////

	void ObjectRef::Init(TiXmlNode *node)
	{
		TiXmlElement *element = node->ToElement();
		if (element)
		{
			int intValue;

			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				id = intValue;
			else
				id = 0;

			if (element->QueryIntAttribute("timeline", &intValue) == TIXML_SUCCESS)
				timeline = intValue;
			else
				timeline = 0;

			if (element->QueryIntAttribute("key", &intValue) == TIXML_SUCCESS)
				key = intValue;
			else
				key = 0;

			if (element->QueryIntAttribute("z_index", &intValue) == TIXML_SUCCESS)
				z_index = intValue;
			else
				z_index = 0;

		}
	}


	///////////////////////////////////////////////////////////////////////////////////

	void Object::Init(TiXmlNode *node, CCSpriterX *animator, int timelineId)
	{
		sprite = NULL;

        float scaleFactor = CCDirector::sharedDirector()->getContentScaleFactor();
        
		TiXmlElement *element = node->ToElement();
		if (element)
		{
			int intValue;
			float floatValue;

			if (element->QueryIntAttribute("folder", &intValue) == TIXML_SUCCESS)
				folder = intValue;
			else
				folder = 0;

			if (element->QueryIntAttribute("file", &intValue) == TIXML_SUCCESS)
				file = intValue;
			else
				file = 0;

			if (element->QueryFloatAttribute("x", &floatValue) == TIXML_SUCCESS)
				x = floatValue/scaleFactor;
			else
				x = 0;

			if (element->QueryFloatAttribute("y", &floatValue) == TIXML_SUCCESS)
				y = floatValue/scaleFactor;
			else
				y = 0;

			if (element->QueryFloatAttribute("angle", &floatValue) == TIXML_SUCCESS)
				angle = floatValue;
			else
				angle = 0;

			if (element->QueryFloatAttribute("scale_x", &floatValue) == TIXML_SUCCESS)
				scaleX = floatValue;
			else
				scaleX = 1;
			if(scaleX QueryFloatAttribute("scale_y", &floatValue) == TIXML_SUCCESS)
				scaleY = floatValue;
			else
				scaleY = 1;

			if (element->QueryFloatAttribute("pivot_x", &floatValue) == TIXML_SUCCESS)
				pivot_x = floatValue;
			else
				pivot_x = 0;

			if (element->QueryFloatAttribute("pivot_y", &floatValue) == TIXML_SUCCESS)
				pivot_y = floatValue;
			else
				pivot_y = 1;

			if (element->QueryIntAttribute("z_index", &intValue) == TIXML_SUCCESS)
				z_index = intValue;
			else
				z_index = 0; 

			sprite = animator->getSprite(folder, file, timelineId);
		}
	}
	///////////////////////////////////////////////////////////////////////////////////

	Key::Key()
		: mId(0)
		, mTime(0)
		, mSpinCounterClockwise(true)
	{ 
		mObjects.reserve(50);
		mObjectRefs.reserve(50); 
	}


	Key::~Key()
	{
		int count = mObjects.size();
		for (int i=0;i<count cc_safe_delete mobjects.clear count="mObjectRefs.size();" for i="0;i<count;i++)" mobjectrefs.clear int key::getobjectrefcount return mobjectrefs.size objectref index if mobjectrefs null key::getobjectcount mobjects.size object mobjects float key::gettime mtime bool key::isspincounterclockwise mspincounterclockwise void key::init ccspriterx timelineid tixmlelement node->ToElement();
		if (element)
		{
			int intValue;
			float floatValue;
			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				mId = intValue;

			float time = 0;
			if (element->QueryFloatAttribute("time", &floatValue) == TIXML_SUCCESS)		// was in milliseconds, convert to seconds instead
				time = floatValue/1000.0f;
			mTime = time;

			if (element->QueryIntAttribute("spin", &intValue) == TIXML_SUCCESS)
				mSpinCounterClockwise = !(intValue == -1);

			for (TiXmlNode* objNode = node->FirstChild(); objNode; objNode = objNode->NextSibling())
			{
				element = objNode->ToElement();
				const char *tabObj = element->Value();

				if (strcmp(tabObj, "object_ref")==0)
				{
					ObjectRef *ref = new ObjectRef();
					ref->Init(objNode);
					mObjectRefs.push_back(ref);

				}
				else if (strcmp(tabObj, "object")==0)
				{
					Object *obj = new Object();
					obj->Init(objNode, animator, timelineId);

					mObjects.push_back(obj);
				}
			}
		}

	}


	///////////////////////////////////////////////////////////////////////////////////
	
	Timeline::Timeline()
		: mId(0)
	{
		mKeyframes.reserve(50);
	}


	Timeline::~Timeline()
	{
		int count = mKeyframes.size();
		for (int i=0;i<count cc_safe_delete int timeline::getkeyframecount return mkeyframes.size key index if mkeyframes null void timeline::init ccspriterx intvalue tixmlelement node->ToElement();

		if (element)
		{
			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				mId = intValue;

			for (TiXmlNode* keyNode = node->FirstChild(); keyNode; keyNode = keyNode->NextSibling())
			{
				element = keyNode->ToElement();
				if (element)
				{
					Key *keyframe = new Key();

					keyframe->Init(keyNode, animator, mId);

					mKeyframes.push_back(keyframe);
				}
			}

		}

	}

	///////////////////////////////////////////////////////////////////////////////////

	Animation::Animation(CCSpriterX * _spr)
		: mId(0)
        , spr(_spr)
		, mCurrKeyframe(0)
		, mMainline(NULL)
		, mDone(false)
		, mTimer(0)
		,event(0),afterAction("")
	{
		mTimelines.reserve(50);

	}

	Animation::~Animation()
	{
		int count = mTimelines.size();
		for (int i=0;i<count cc_safe_delete mtimelines.clear void animation::init ccspriterx int intvalue float floatvalue tixmlelement node->ToElement();

		if (element)
		{
			if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
				mId = intValue;

			mName = element->Attribute("name");

			if (element->QueryFloatAttribute("length", &floatValue) == TIXML_SUCCESS)
				mLength = floatValue/1000.0f;							// was in milliseconds, convert to seconds instead

			const char *looping = element->Attribute("looping");		// was set to "false" in alpha, but in fact looping all the time
			mLooping = true;

			for (TiXmlNode* lineNode = node->FirstChild(); lineNode; lineNode = lineNode->NextSibling())
			{
				element = lineNode->ToElement();

				const char *tabLine = element->Value();
				if (strcmp(tabLine, "mainline")==0)						// 1 mainline only
				{
					mMainline = new Timeline();
					mMainline->Init(lineNode, animator);

				}
				else if (strcmp(tabLine, "timeline")==0)
				{
					Timeline *timeline = new Timeline();
					timeline->Init(lineNode, animator);

					mTimelines.push_back(timeline);
				}
			}
		}

	}


	bool Animation::IsDone()
	{
		return mDone;

	}

	void Animation::Restart()
	{ 
		mDone = false;
		mTimer = 0;
		mCurrKeyframe = 0;

	} 
 
	float lerp(float a, float b, float t){
		return a+(b-a)*t;
	}

	void Animation::Update(float dt)
	{

		mTimer += dt;
		if (mTimer >= mLength)
		{
			mDone = true;

			Restart();			// always looping for now

		}

		int count = mMainline->GetKeyframeCount();
		Key *keyframe = mMainline->GetKeyframe(mCurrKeyframe);
		float currTime = keyframe->GetTime();

		Key *keyframeNext = NULL;

		int next = mCurrKeyframe+1;

		if (next > count-1)		// looping
			next = 0;

		keyframeNext = mMainline->GetKeyframe(next);

		if (keyframeNext)
		{
			float nextTime = keyframeNext->GetTime();
			if (next == 0)
				nextTime = mLength;

			if (mTimer >= nextTime)
			{

				mCurrKeyframe = next;

				keyframe = keyframeNext;
				currTime = keyframe->GetTime();

				next = mCurrKeyframe+1;
				if (next > count-1)				// looping
					next = 0;

				keyframeNext = mMainline->GetKeyframe(next);
				if (keyframeNext == NULL)
					return;

				nextTime = keyframeNext->GetTime();
				if (next == 0)
					nextTime = mLength;

			}


			float t = (mTimer-currTime)/(nextTime-currTime);

			int count = keyframe->GetObjectRefCount();
			for (int i=0;i<count objectref keyframe->GetObjectRef(i);

				ObjectRef *refNext = keyframeNext->GetObjectRef(i);

				if (ref && refNext)
				{

					Key *keyRef = mTimelines[ref->timeline]->GetKeyframe(ref->key);
					Object *obj = keyRef->GetObject(0);									// should be only 1 object

					Key *keyRefNext = mTimelines[refNext->timeline]->GetKeyframe(refNext->key);
					Object *objNext = keyRefNext->GetObject(0);

					float x = lerp(obj->x, objNext->x, t); 
					float y = lerp(obj->y, objNext->y, t);

					float scaleX = lerp(obj->scaleX, objNext->scaleX, t);
					float scaleY = lerp(obj->scaleY, objNext->scaleY, t);

					float angle = objNext->angle-obj->angle;
					if (keyRef->IsSpinCounterClockwise())
					{
						if (angle angle+360)-obj->angle;
					}
					else
					{
						if (angle > 0)
						{
							angle = (objNext->angle-360)-obj->angle;
						}

					}

					if (ref->timeline != refNext->timeline)	
						t = 0;

					angle = obj->angle+(angle)*t;

					if (angle >= 360)
						angle -= 360;

					float px = obj->pivot_x+(objNext->pivot_x-obj->pivot_x)*t;
					float py = obj->pivot_y+(objNext->pivot_y-obj->pivot_y)*t;

					CCPoint newPos = ccp(x, y);
					obj->sprite->setPosition(newPos);
					obj->sprite->setRotation(-angle);
					obj->sprite->setScaleX(scaleX);
					obj->sprite->setScaleY(scaleY);
					obj->sprite->setAnchorPoint(ccp(px, py));

				}


			}
		}


	}



	void Animation::Render()
	{
		Key *keyframe = mMainline->GetKeyframe(mCurrKeyframe);

		int count = keyframe->GetObjectRefCount();
		for (int i=0;i<count objectref keyframe->GetObjectRef(i);

			if (ref)
			{

				Key *keyRef = mTimelines[ref->timeline]->GetKeyframe(ref->key);
				Object *obj = keyRef->GetObject(0);									// should be only 1 object
				obj->sprite->setColor(spr->getColorX());
				obj->sprite->visit();
			}
		}

	}


	///////////////////////////////////////////////////////////////////////////////////

	Entity::Entity(CCSpriterX * _spr)
		: mCurrAnimation(0)
		, mId(0)
        , spr(_spr)
	{
		mAnimations.reserve(50);
	};


	Entity::~Entity()
	{
		int count = mAnimations.size();
		for (int i=0;i<count cc_safe_delete manimations.clear void entity::update dt animation manimations animation->Update(dt);
	}

    std::string Entity::CurrentAction()
    {
        return mAnimations[mCurrAnimation]->getName();
    }
	
	void Entity::StartWithEvent(const char * name, JEvent * event)
	{
		for(size_t i=0; i<manimations.size if>getName() == std::string(name)){
				mCurrAnimation = i;
				mAnimations[i]->setEvent(event);
				mAnimations[i]->Restart();
			}
		}
	}

    void Entity::Start(const char * name, const char * _afterAction)
	{
		for(size_t i=0; i<manimations.size if>getName() == std::string(name)){
				mCurrAnimation = i;
				mAnimations[i]->setAfterAction(_afterAction);
				mAnimations[i]->Restart();
			}
		}
	}


	void Entity::Render()
	{
		Animation *animation = mAnimations[mCurrAnimation];
		animation->Render();

	}


	void Entity::NextAnimation()
	{
		mCurrAnimation++;
		if (mCurrAnimation >= (int)mAnimations.size())
			mCurrAnimation = 0;

		Animation *animation = mAnimations[mCurrAnimation];
		animation->Restart();

	}


	void Entity::SetId(int id)
	{
		mId = id;

	}


	void Entity::SetName(const char *name)
	{
		mName = name;

	}


	void Entity::AddAnimation(Animation *animation)
	{
		mAnimations.push_back(animation);
	}

}

///////////////////////////////////////////////////////////////////////////////////

using namespace SCMLHelper;


CCSpriterX::CCSpriterX()
{
	mFolders.reserve(50);
	mEntities.reserve(50);
	for(int i=0; i<file_sprite_size filesprites ccspriterx:: ccspriterx char new animator->type = SCML;
	animator->m_state = kLivingStateUngrabbed;
	if (animator && animator->initWithFile(filename))
	{
		//由于是动画层,没有大小,这里设置大小,使之能够拾取
		animator->setContentSize(CCSizeMake(100, 100));
		animator->autorelease();
		return animator;
	}
	CC_SAFE_DELETE(animator);
	return NULL;
}


void CCSpriterX::update(float dt)
{
	if (dt > 0.0167f)
		dt = 0.0167f;

	Entity *entity = mEntities[mCurrEntity];
	entity->Update(dt); 
}


void CCSpriterX::draw(void)
{
	Entity *entity = mEntities[mCurrEntity];
	entity->Render();
}
std::string CCSpriterX::CurrentAction()
{
    Entity *entity = mEntities[mCurrEntity];
    return entity->CurrentAction();
}

void CCSpriterX::PlayWithEvent(const char * name, JEvent * event)
{
	Entity *entity = mEntities[mCurrEntity];
	entity->StartWithEvent(name, event);
}

void CCSpriterX::Play(const char* name, const char * _afterAction)
{ 
	Entity *entity = mEntities[mCurrEntity];
	entity->Start(name, _afterAction == 0?"":_afterAction);
}

void CCSpriterX::PlayNext()
{
	Entity *entity = mEntities[mCurrEntity];
	entity->NextAnimation();
}

CCSprite *CCSpriterX::getSprite(int folderId, int fileId, int timelineId)
{
	if (folderId GetFile(fileId);

			if (file){
				int id = this->fileSprites[timelineId].id;
				if(id == -1){
					for(int i=0; i<file_sprite_size if fileid filesprites folderid id>sprites[id] == 0){
					file->sprites[id] = CCSprite::createWithSpriteFrameName(file->name.c_str());
					file->sprites[id]->retain();
				}
				return file->sprites[id];
			}
				
		}
	}

	return NULL;
}

void CCSpriterX::setFlipX(bool bFlipX)
{
	if(bFlipX != m_bFlipX){
		float ex,ey,ez;
		this->getCamera()->getEyeXYZ(&ex, &ey, &ez);
		this->getCamera()->setEyeXYZ(ex, ey, bFlipX?-fabs(ez):fabs(ez));
		this->m_bFlipX = bFlipX;
	}
}

bool CCSpriterX::initWithFile(const char *filename)
{
	char cfilename[256];
	strcpy(cfilename, filename);
	string name = strtok(cfilename, ".");
	string suffix = strtok(cfilename, ".");  

	mCurrEntity = 0;

	unsigned long filesize;
	string path = workPath+gConfig->read<string>("res")+"/"+filename;
	char *buffer = (char *)CCFileUtils::sharedFileUtils()->getFileData(path.c_str(), "rb", &filesize);
	
	if (buffer == NULL)
		return false;

	//加载大图
	string sfplist = workPath+gConfig->read<string>("res")+"/scml/"+name+".plist";
	string sfpng = workPath+gConfig->read<string>("res")+"/scml/"+name+".png";
	CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(sfplist.c_str(), sfpng.c_str());

	TiXmlDocument doc;

	doc.Parse(buffer);

	TiXmlNode *root = doc.FirstChild("spriter_data"); 
	if (root)
	{
		
		TiXmlElement *element = root->ToElement();

		const char *version = element->Attribute("scml_version");
		const char *generator = element->Attribute("generator");
		const char *generatorVersion = element->Attribute("generator_version");

			

		for (TiXmlNode* entityNode = root->FirstChild(); entityNode; entityNode = entityNode->NextSibling())
		{
			element = entityNode->ToElement();

			if (element)
			{
				const char *tab = element->Value();

				if (strcmp(tab, "folder")==0)
				{
					Folder *folder = new Folder();

					folder->Init(entityNode);

					mFolders.push_back(folder);

				}
				else if (strcmp(tab, "entity")==0)
				{
					int intValue;
					Entity *entity = new Entity(this);

					if (element->QueryIntAttribute("id", &intValue) == TIXML_SUCCESS)
						entity->SetId(intValue);

					entity->SetName(element->Attribute("name"));

					for (TiXmlNode* animationNode = entityNode->FirstChild(); animationNode; animationNode = animationNode->NextSibling())
					{
						Animation *animation = new Animation(this);
						animation->Init(animationNode, this);

						entity->AddAnimation(animation);

					}

					mEntities.push_back(entity);
				}
			}
		}
	}

	CC_SAFE_DELETE_ARRAY(buffer);

	this->scheduleUpdate();

	return true;

}
	
</string></string></string></file_sprite_size></file_sprite_size></manimations.size></manimations.size></count></count></count></count></count></count></count></:string></file_sprite_size>
Copy after login


Statement of this Website
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn

Hot AI Tools

Undresser.AI Undress

Undresser.AI Undress

AI-powered app for creating realistic nude photos

AI Clothes Remover

AI Clothes Remover

Online AI tool for removing clothes from photos.

Undress AI Tool

Undress AI Tool

Undress images for free

Clothoff.io

Clothoff.io

AI clothes remover

AI Hentai Generator

AI Hentai Generator

Generate AI Hentai for free.

Hot Article

R.E.P.O. Energy Crystals Explained and What They Do (Yellow Crystal)
4 weeks ago By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O. Best Graphic Settings
4 weeks ago By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O. How to Fix Audio if You Can't Hear Anyone
4 weeks ago By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O. Chat Commands and How to Use Them
4 weeks ago By 尊渡假赌尊渡假赌尊渡假赌

Hot Tools

Notepad++7.3.1

Notepad++7.3.1

Easy-to-use and free code editor

SublimeText3 Chinese version

SublimeText3 Chinese version

Chinese version, very easy to use

Zend Studio 13.0.1

Zend Studio 13.0.1

Powerful PHP integrated development environment

Dreamweaver CS6

Dreamweaver CS6

Visual web development tools

SublimeText3 Mac version

SublimeText3 Mac version

God-level code editing software (SublimeText3)

Animation not working in PowerPoint [Fixed] Animation not working in PowerPoint [Fixed] Feb 19, 2024 am 11:12 AM

Are you trying to create a presentation but can't add animation? If animations are not working in PowerPoint on your Windows PC, then this article will help you. This is a common problem that many people complain about. For example, animations may stop working during presentations in Microsoft Teams or during screen recordings. In this guide, we will explore various troubleshooting techniques to help you fix animations not working in PowerPoint on Windows. Why aren't my PowerPoint animations working? We have noticed that some possible reasons that may cause the animation in PowerPoint not working issue on Windows are as follows: Due to personal

Essential software for C language programming: five good helpers recommended for beginners Essential software for C language programming: five good helpers recommended for beginners Feb 20, 2024 pm 08:18 PM

C language is a basic and important programming language. For beginners, it is very important to choose appropriate programming software. There are many different C programming software options on the market, but for beginners, it can be a bit confusing to choose which one is right for you. This article will recommend five C language programming software to beginners to help them get started quickly and improve their programming skills. Dev-C++Dev-C++ is a free and open source integrated development environment (IDE), especially suitable for beginners. It is simple and easy to use, integrating editor,

VSCode and VS C++ IntelliSense not working or picking up libraries VSCode and VS C++ IntelliSense not working or picking up libraries Feb 29, 2024 pm 01:28 PM

VS Code and Visual Studio C++ IntelliSense may not be able to pick up libraries, especially when working on large projects. When we hover over #Include&lt;wx/wx.h&gt;, we see the error message "CannotOpen source file 'string.h'" (depends on "wx/wx.h") and sometimes, autocomplete Function is unresponsive. In this article we will see what you can do if VSCode and VSC++ IntelliSense are not working or extracting libraries. Why doesn't my Intellisense work in C++? When working with large files, IntelliSense sometimes

How to set up ppt animation to enter first and then exit How to set up ppt animation to enter first and then exit Mar 20, 2024 am 09:30 AM

We often use ppt in our daily work, so are you familiar with every operating function in ppt? For example: How to set animation effects in ppt, how to set switching effects, and what is the effect duration of each animation? Can each slide play automatically, enter and then exit the ppt animation, etc. In this issue, I will first share with you the specific steps of entering and then exiting the ppt animation. It is below. Friends, come and take a look. Look! 1. First, we open ppt on the computer, click outside the text box to select the text box (as shown in the red circle in the figure below). 2. Then, click [Animation] in the menu bar and select the [Erase] effect (as shown in the red circle in the figure). 3. Next, click [

After a two-year delay, the domestic 3D animated film 'Er Lang Shen: The Deep Sea Dragon' is scheduled to be released on July 13 After a two-year delay, the domestic 3D animated film 'Er Lang Shen: The Deep Sea Dragon' is scheduled to be released on July 13 Jan 26, 2024 am 09:42 AM

This website reported on January 26 that the domestic 3D animated film "Er Lang Shen: The Deep Sea Dragon" released a set of latest stills and officially announced that it will be released on July 13. It is understood that "Er Lang Shen: The Deep Sea Dragon" is produced by Mihuxing (Beijing) Animation Co., Ltd., Horgos Zhonghe Qiancheng Film Co., Ltd., Zhejiang Hengdian Film Co., Ltd., Zhejiang Gongying Film Co., Ltd., Chengdu The animated film produced by Tianhuo Technology Co., Ltd. and Huawen Image (Beijing) Film Co., Ltd. and directed by Wang Jun was originally scheduled to be released in mainland China on July 22, 2022. Synopsis of the plot of this site: After the Battle of the Conferred Gods, Jiang Ziya took the "Conferred Gods List" to divide the gods, and then the Conferred Gods List was sealed by the Heavenly Court under the deep sea of ​​Kyushu Secret Realm. In fact, in addition to conferring divine positions, there are also many powerful evil spirits sealed in the Conferred Gods List.

Fix Xbox error code 8C230002 Fix Xbox error code 8C230002 Feb 27, 2024 pm 03:55 PM

Are you unable to purchase or watch content on your Xbox due to error code 8C230002? Some users keep getting this error when trying to purchase or watch content on their console. Sorry, there's a problem with the Xbox service. Try again later. For help with this issue, visit www.xbox.com/errorhelp. Status Code: 8C230002 This error code is usually caused by temporary server or network problems. However, there may be other reasons, such as your account's privacy settings or parental controls, that may prevent you from purchasing or viewing specific content. Fix Xbox Error Code 8C230002 If you receive error code 8C when trying to watch or purchase content on your Xbox console

Introduction to Go language development tools: a list of essential tools Introduction to Go language development tools: a list of essential tools Mar 29, 2024 pm 01:06 PM

Title: Introduction to Go language development tools: List of essential tools In the development process of Go language, using appropriate development tools can improve development efficiency and code quality. This article will introduce several essential tools commonly used in Go language development, and attach specific code examples to allow readers to understand their usage and functions more intuitively. 1.VisualStudioCodeVisualStudioCode is a lightweight and powerful cross-platform development tool with rich plug-ins and functions.

Golang editor recommendations: five choices suitable for development Golang editor recommendations: five choices suitable for development Jan 19, 2024 am 09:00 AM

With the popularity and popularity of Golang, more and more developers are beginning to use this programming language. However, like other popular programming languages, Golang development requires choosing a suitable editor to improve development efficiency. In this article, we will introduce five editors suitable for Golang development. VisualStudioCodeVisualStudioCode (VSCode for short) is a free cross-platform editor developed by Microsoft. It is based on Elect

See all articles