I’m positive there isn’t any error within the location of the plist file and png picture, why is that this error nonetheless exhibiting?
the code as follows:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("/protagonist_move/a.plist");
auto pSprite2 = Sprite::create();
pSprite2->setPosition(500, 600);
this->addChild(pSprite2,2);
Vector<SpriteFrame*>record;
record.reserve(2);
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("/protagonist_move/10001.png"));
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("/protagonist_move/10002.png"));
auto pAnimation = Animation::createWithSpriteFrames(record, 0.2f, 1000);
auto pAnimate = Animate::create(pAnimation);
pSprite2->runAction(pAnimate);
the errors as follows:
please take away “/” from “”/protagonist_move/a.plist” => ““protagonist_move/a.plist”
The issue nonetheless exists after modification
I uploaded the demo file, please check out what’s the drawback.
demo.zip (1.2 MB)
The right sprite body identify is “10020.png” and “10021.png”, you’ll be able to test it in aaaa.plist, additionally you don’t want 10020.png and 10021.png, the aaaa.plist will add aaaa.png.
If 10020.png and 10021.png usually are not wanted, how ought to the code be written?
The a.plist ought to containing the sprite body identify, then you should use the identify to get the body from cache.
https://docs.cocos.com/cocos2d-x/guide/en/sprites/spriteframe_cache.html
The next is a press release that fetches frames from the cache:
SpriteFrameCache::getInstance()->getSpriteFrameByName("protagonist_move/10020.png")
This sentence is contained within the following code:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("protagonist_move/aaaa.plist");
auto pSprite2 = Sprite::create();
pSprite2->setPosition(500, 600);
this->addChild(pSprite2, 2);
Vector<SpriteFrame*>record;
record.reserve(2);
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("protagonist_move/10020.png"));
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("protagonist_move/10021.png"));
auto pAnimation = Animation::createWithSpriteFrames(record, 0.2f, 1000);
auto pAnimate = Animate::create(pAnimation);
pSprite2->runAction(pAnimate);
However the error within the title seems after operating. doesn’t remedy the issue.
In your demo.zip, the aaaa.plist incorporates 2 sprite body, which named 10020.png and 10021.png, if you add aaaa.plist to SpriteFrameCache, get the SpriteFrame by identify 10020.png and 10021.png.
Could also be you misunderstand the utilization of sprite sheet and sprite body cache.
You don’t want /demo/Assets/protagonist_move/10020.png and 10021.png within the venture when including sprite sheet to SpriteFrameCache, simply aaaa.plist and aaaa.png is sufficient.
All of the wanted data is saved in aaaa.plist, you’ll be able to test it by textual content editor.
Please look additionally on the examples on cpp_test.
Plz learn additionally the doc. The API und perhaps additionally some c++ Tutorials too.
I belive you be a c++ newbie.
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I don’t know the best way to implement sprite framecache animation by simply including aaaa.plist and aaaa.png. The query is after including aaaa.plist and aaaa.png to the sprite framechche, how ought to the subsequent animation be applied? I would like the complete code, if you understand please present the complete code.
Concerning sprite framechche animation, the tutorial doesn’t emphasize the file path drawback of sprite body acquisition, and the doc doesn’t give a whole implementation methodology of sprite framecache animation. It solely explains the best way to get hold of sprite frames into the cache.
After so many days of making an attempt, I lastly discovered the rationale. When including png photographs to the sprite framecache, the png photographs file path should be deleted. The modified full code is as follows:
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("protagonist_move/aaaa.plist");
auto pSprite2 = Sprite::create();
pSprite2->setPosition(500, 600);
this->addChild(pSprite2, 2);
Vector<SpriteFrame*>record;
record.reserve(2);
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("10020.png"));
record.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("10021.png"));
auto pAnimation = Animation::createWithSpriteFrames(record, 0.2f, 1000);
auto pAnimate = Animate::create(pAnimation);
pSprite2->runAction(pAnimate);
It’s as a result of the file path is basically is dependent upon the way you create the sprite sheet, it might probably have folder construction contained in the plist sources.