首頁 資料庫 mysql教程 spriter动画编辑器的cocos2d

spriter动画编辑器的cocos2d

Jun 07, 2016 pm 03:01 PM
c 動畫 目前 編輯器

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>
登入後複製

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>
登入後複製


本網站聲明
本文內容由網友自願投稿,版權歸原作者所有。本站不承擔相應的法律責任。如發現涉嫌抄襲或侵權的內容,請聯絡admin@php.cn

熱AI工具

Undresser.AI Undress

Undresser.AI Undress

人工智慧驅動的應用程序,用於創建逼真的裸體照片

AI Clothes Remover

AI Clothes Remover

用於從照片中去除衣服的線上人工智慧工具。

Undress AI Tool

Undress AI Tool

免費脫衣圖片

Clothoff.io

Clothoff.io

AI脫衣器

AI Hentai Generator

AI Hentai Generator

免費產生 AI 無盡。

熱門文章

R.E.P.O.能量晶體解釋及其做什麼(黃色晶體)
1 個月前 By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O.最佳圖形設置
1 個月前 By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O.如果您聽不到任何人,如何修復音頻
1 個月前 By 尊渡假赌尊渡假赌尊渡假赌
R.E.P.O.聊天命令以及如何使用它們
1 個月前 By 尊渡假赌尊渡假赌尊渡假赌

熱工具

記事本++7.3.1

記事本++7.3.1

好用且免費的程式碼編輯器

SublimeText3漢化版

SublimeText3漢化版

中文版,非常好用

禪工作室 13.0.1

禪工作室 13.0.1

強大的PHP整合開發環境

Dreamweaver CS6

Dreamweaver CS6

視覺化網頁開發工具

SublimeText3 Mac版

SublimeText3 Mac版

神級程式碼編輯軟體(SublimeText3)

動畫不工作在PowerPoint中[修復] 動畫不工作在PowerPoint中[修復] Feb 19, 2024 am 11:12 AM

您是否正在嘗試製作演示文稿,但無法添加動畫?如果動畫在你的WindowsPC上的PowerPoint中不起作用,那麼這篇文章將會幫助你。這是一個常見的問題,許多人都在抱怨。例如,在Microsoft團隊中演示或在螢幕錄製期間,動畫可能會停止運作。在本指南中,我們將探索各種故障排除技術,以協助您修復在Windows上的PowerPoint中無法運作的動畫。為什麼我的PowerPoint動畫不起作用?我們注意到Windows上PowerPoint中的動畫可能無法運作問題的一些可能原因如下:由於個

C語言程式設計必備軟體:五個推薦給初學者的好幫手 C語言程式設計必備軟體:五個推薦給初學者的好幫手 Feb 20, 2024 pm 08:18 PM

C語言作為一門基礎而重要的程式語言,對於初學者來說,選擇合適的程式設計軟體是非常重要的。在市面上有許多不同的C語言程式設計軟體可供選擇,但對於初學者來說,適合自己的選擇可能有些困惑。本文將推薦給初學者的五個C語言程式設計軟體,幫助他們快速入門並提升程式設計能力。 Dev-C++Dev-C++是一款免費開源的整合開發環境(IDE),特別適合初學者使用。它簡單易用,整合了編輯器、

VSCode和VS C++IntelliSense無法運作或拾取函式庫 VSCode和VS C++IntelliSense無法運作或拾取函式庫 Feb 29, 2024 pm 01:28 PM

VS程式碼和VisualStudioC++IntelliSense可能無法拾取函式庫,尤其是在處理大型專案時。當我們將滑鼠懸停在#Include&lt;wx/wx.h&gt;上時,我們看到了錯誤訊息「CannotOpen來源檔案'string.h'」(依賴於「wx/wx.h」),有時,自動完成功能無法回應。在這篇文章中,我們將看到如果VSCode和VSC++IntelliSense不能工作或不能提取庫,你可以做些什麼。為什麼我的智能感知不能在C++中運作?處理大型檔案時,IntelliSense有時

ppt動畫如何設定先進入再退出 ppt動畫如何設定先進入再退出 Mar 20, 2024 am 09:30 AM

我們在日常的辦公中常常會使用到ppt,那麼你是否對ppt裡邊的每個操作功能都很了解呢?例如:ppt中怎麼設定動畫效果、怎麼設定切換效果、每個動畫的效果長度是多少?每個投影片能不能自動播放、ppt動畫先進入再退出等等,那麼今天這期我就先跟大家分享ppt動畫先進入再退出的具體操作步驟,就在下方,小伙伴們快來看一看吧! 1.首先,我們在電腦中開啟ppt,點選文字方塊外側選取文字框,(如下圖紅色圈出部分所示)。 2.然後,點選選單列中的【動畫】,選取【擦除】的效果,(如圖紅色圈出部分所示)。 3.接下來,點擊【

跳票 2 年,國產 3D 動畫電影《二郎神之深海蛟龍》定檔 7 月 13 日 跳票 2 年,國產 3D 動畫電影《二郎神之深海蛟龍》定檔 7 月 13 日 Jan 26, 2024 am 09:42 AM

本站1月26日消息,國產3D動畫電影《二郎神之深海蛟龍》發布一組最新劇照,正式宣布將於7月13日上映。據了解,《二郎神之深海蛟龍》是由迷狐星(北京)動漫有限公司、霍爾果斯眾合千澄影業有限公司、浙江橫店影業有限公司、浙江共贏影業有限公司、成都天火科技有限公司、華文映像(北京)影業有限公司出品,王君執導的動畫電影,原定2022年7月22日在中國大陸上映。本站劇情簡介:封神之戰後,姜子牙攜「封神榜」分封諸神,而後封神榜被天庭封印於九州祕境深海之下。事實上,除了分封神位,封神榜中還封緘著眾多強大的妖邪元

Go語言開發工具介紹:必備工具一覽 Go語言開發工具介紹:必備工具一覽 Mar 29, 2024 pm 01:06 PM

標題:Go語言開發工具介紹:必備工具一覽在Go語言的開發過程中,使用適當的開發工具可以提高開發效率和程式碼品質。本文將介紹幾款在Go語言開發中常用的必備工具,並附上具體的程式碼範例,讓讀者更直觀地了解它們的使用方法和作用。 1.VisualStudioCodeVisualStudioCode是一款輕量級且功能強大的跨平台開發工具,具有豐富的插件和功能,

修復Xbox錯誤代碼8C230002 修復Xbox錯誤代碼8C230002 Feb 27, 2024 pm 03:55 PM

您是否因為錯誤代碼8C230002而無法在Xbox上購買或觀看內容?一些用戶在嘗試購買或在其控制台上觀看內容時不斷收到此錯誤。抱歉,Xbox服務出現問題。稍後再試。有關此問題的協助,請造訪www.xbox.com/errorhelp。狀態代碼:8C230002這種錯誤代碼通常是由於暫時的伺服器或網路問題引起的。但是,還有可能是由於帳戶的隱私設定或家長控制等其他原因,這些可能會阻止您購買或觀看特定內容。修正Xbox錯誤代碼8C230002如果您嘗試在Xbox控制台上觀看或購買內容時收到錯誤代碼8C

Golang編輯器建議:五個適合開發的選擇 Golang編輯器建議:五個適合開發的選擇 Jan 19, 2024 am 09:00 AM

隨著Golang的流行和普及,越來越多的開發者開始使用這門程式語言。然而,和其他流行的程式語言一樣,Golang的開發需要選擇一款適合的編輯器來提高開發效率。在本文中,我們將介紹五個適合Golang開發的編輯器。 VisualStudioCodeVisualStudioCode(簡稱VSCode)是微軟開發的一款免費的跨平台編輯器。它是基於Elect

See all articles