如何在不使用 TexturePacker 的情况下在 Cocos2D 中添加动画图像?

How to add Animated Image In Cocos2D without use of TexturePacker?(如何在不使用 TexturePacker 的情况下在 Cocos2D 中添加动画图像?)
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问题描述

I am New at iOS Development. I am also starting to learn Cocos2D.

I've read this tutorial: http://www.raywenderlich.com/tutorials#cocos2d

It is a superb tutorial for beginners, but I'm also interested in animating the image. How can I accomplish animation?

So I read tutorial (describe from Above Link) about how to put animated image with simple Project.

In This tutorial I used TexturePacker and it's working... but I want to know more about how to animate images without using TexturePacker.

Is it possible? If so, then please explain how or link to tutorials on how to make it work.

Thanks in advance.

解决方案

You can run animation from file.

    CCSprite *coin = [CCSprite spriteWithFile:@"MyImage_1.png"];
    coin.position  = ccp(mS.width*0.5f, mS.height*0.5f);
    [self addChild:coin z:2];

    {
        NSString *animationName = @"UNIQUE_ANIMATION_NAME";

        CCAnimation* animation = nil;
        animation = [[CCAnimationCache sharedAnimationCache]  animationByName:animationName];

        if(!animation)
        {
            NSMutableArray *animFrames = [NSMutableArray array];

            for( int i=1;i<=5;i++)
            {
                NSString* path = [NSString stringWithFormat:@"MyImage_%d.png", i];
                CCTexture2D* tex = [[CCTextureCache sharedTextureCache] addImage:path];
                CGSize texSize = tex.contentSize;
                CGRect texRect = CGRectMake(0, 0, texSize.width, texSize.height);
                CCSpriteFrame* frame = [CCSpriteFrame frameWithTexture:tex rect:texRect];
                [animFrames addObject:frame];
            }

            animation = [CCAnimation animationWithSpriteFrames:animFrames];

            animation.delayPerUnit = 0.175f;
            animation.restoreOriginalFrame = YES;

            [[CCAnimationCache sharedAnimationCache] addAnimation:animation name:animationName];
        }

        if(animation)
        {
            CCAnimate *animAction  = [CCAnimate actionWithAnimation:animation];
            [coin runAction:animAction];
        }
    }

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