如何暂停和恢复应用到ccSprite的动作? [英] how to pause and resume action applied to the ccSprite?
问题描述
我创建了一个动画
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@Actor.plist ];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@Actor.pvr.ccz];
[self addChild:spriteSheet];
NSMutableArray * walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 8; ++ i){
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@ clip000%d.png,i]]];
}
CCAnimation * walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound :)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction,nil]];
我想在特定框架和特定触发器上暂停此动画。然后在特定触发器后再次恢复动画。
我尝试使用stopAction,然后再次运行runAction。但它在一些迭代后停止工作。我需要重新制作动画和动作,以便再次运行该动画。
我尝试使用pauseSchedulerAndAction和resumeSchedulerandAction,但后来游戏得到暂停,如果我尝试再次触发暂停而不恢复游戏崩溃。
$ b $
我解决了我的问题
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@Actor.plist] ;
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@Actor.pvr.ccz];
[self addChild:spriteSheet];
NSMutableArray * walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <2; ++ i){
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@ clip000%d.png,i]]];
}
CCAnimation * walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound :)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction,nil]];
我使用上面的代码,我想暂停我的动画动作。
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@ Actor.plist];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@Actor.pvr.ccz];
[self addChild:spriteSheet];
NSMutableArray * walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 8; ++ i){
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@ clip000%d.png,i]]];
}
CCAnimation * walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound :)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction,nil]];
I have created an animation like
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"Actor.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 8; ++i) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"clip000%d.png", i]]];
}
CCAnimation *walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction, nil]];
I want to pause this animation on particular frame and particular trigger. and then again resume animation after particular trigger.
I tried using stopAction and then again runAction. But it stops working after some iteration. and i need to crate animation and action again in order to run that animation again.
I tried using pauseSchedulerAndAction and resumeSchedulerandAction but then game get paused and if i try to trigger pause again without resuming game crashes.
is there anything that will pause the animation on particular frame and resum again from same frame.
I solved my problem by creating a animation with 1 frame
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"Actor.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <2; ++i) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"clip000%d.png", i]]];
}
CCAnimation *walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction, nil]];
i used the above code where i want to pause my animation action. and added following code when i want to resume the animation action.
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"Actor.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Actor.pvr.ccz"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 8; ++i) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"clip000%d.png", i]]];
}
CCAnimation *walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.07f];
playWalkSound = [CCCallFuncN actionWithTarget:self selector:@selector(PlayRunningSound:)];
walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[actor runAction:[CCSpawn actions:walkAction, nil]];
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