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iOS使用cocos2dx实现直播中的送礼物动画

iOS使用cocos2dx实现直播中的送礼物动画

作者: 小小小龙包 | 来源:发表于2018-08-30 12:05 被阅读236次

    最近项目中要用到cocos2dx实现送礼物的功能,因为之前没有接触过,所以还是走了不少弯路。现在分享一下最终集成的过程,其实很简单哦。

    (本文中使用的框架是从深山老宅中挖出来的,想要使用官网等版本的请跳过。)

    1.创建项目,导入所需要的依赖库。

    将文件"cocos_include"放在工程目录下,不要直接拖进xcode里。两个.a文件可以直接导入。

    Build Setting --> Head Search Path 中添加下列路径

    其他需要配置的地方。

    执行动画的代码是这样的

    @implementationViewController

    - (void)viewDidLoad {

    [superviewDidLoad];

    [selfstartCoCo];

    }

    // 先运行cocos2d

    - (void)startCoCo{

    cocos2d::CCApplication::sharedApplication()->run();

    }

    // 展示动画的view

    - (EAGLView*)glView{

    if(_glView==nil) {

    _glView= [EAGLViewviewWithFrame: [[UIScreenmainScreen]bounds] pixelFormat:kEAGLColorFormatRGBA8 depthFormat:GL_DEPTH24_STENCIL8_OES preserveBackbuffer:NO sharegroup:nil multiSampling:NO numberOfSamples:0];

    glClearColor(0,0,0,0);

    _glView.opaque=NO;

    _glView.autoresizingMask=UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleHeight;

    [_glView setBackgroundColor:[UIColorclearColor]];

    }

    return_glView;

    }

    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent*)event{

    [selfstarAnimation];

    }

    - (void)starAnimation{

    cocos2d::CCDirector::sharedDirector()->startAnimation();

    cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFrames();

    cocos2d::CCTextureCache::sharedTextureCache()->removeAllTextures();

    cocos2d::CCAnimationCache::sharedAnimationCache()->removeAnimationByName("gift_10005");

    [self.viewaddSubview:self.glView];

    [selfshowGiftFlash:@"/Users/***/Desktop/cocos2dx/Cocos2dBumeng/Cocos2dBumeng/10009.plist"name:@"10009"];

    }

    -(void)showGiftFlash:(NSString*)plist name:(NSString*)name{

    NSMutableDictionary*data = [[NSMutableDictionaryalloc]initWithContentsOfFile:plist];

    NSArray*arr=[dataobjectForKey:@"frames"];

    NSMutableDictionary*param=[NSMutableDictionarydictionary];

    [paramsetObject:plistforKey:@"plistName"];

    [paramsetObject:[NSStringstringWithFormat:@"%@00",name]forKey:@"imageName"];

    [paramsetObject:[NSNumbernumberWithInteger:[arrcount]]forKey:@"imageNum"];

    [paramsetObject:[NSNumbernumberWithInt:300]forKey:@"posX"];

    [paramsetObject:[NSNumbernumberWithInt:300]forKey:@"posY"];

    [paramsetObject:[NSNumbernumberWithFloat:0.1]forKey:@"delay"];

    [paramsetObject:[NSNumbernumberWithFloat:0.2]forKey:@"delaydismiss"];

    [paramsetObject:[NSNumbernumberWithFloat:1.2]forKey:@"ratio"];

    GameScene::playGame(0, [[selfDataTOjsonString:param]UTF8String]);

    }

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