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  • 粒子加到骨骼中

    CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfoAsync("armature/robot.png", "armature/robot.plist", "armature/robot.xml", this, NULL);
    CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfoAsync("armature/hero.ExportJson", this, NULL);
    
    void TestParticleDisplay::onEnter()
    {
        ArmatureTestLayer::onEnter();
        setTouchEnabled(true);
    
        animationID = 0;
    
        armature = cocos2d::extension::CCArmature::create("robot");
        armature->getAnimation()->playWithIndex(0);
        armature->setPosition(VisibleRect::center());
        armature->setScale(0.48f);
        armature->getAnimation()->setSpeedScale(0.5f);
        addChild(armature);
    
    
        CCParticleSystem *p1 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
        CCParticleSystem *p2 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
    
        cocos2d::extension::CCBone *bone  = cocos2d::extension::CCBone::create("p1");
        bone->addDisplay(p1, 0);
        bone->changeDisplayWithIndex(0, true);
        bone->setIgnoreMovementBoneData(true);
        bone->setZOrder(100);
        bone->setScale(1.2f);
        armature->addBone(bone, "bady-a3");
    
        bone  = cocos2d::extension::CCBone::create("p2");
        bone->addDisplay(p2, 0);
        bone->changeDisplayWithIndex(0, true);
        bone->setIgnoreMovementBoneData(true);
        bone->setZOrder(100);
        bone->setScale(1.2f);
        armature->addBone(bone, "bady-a30");
    }
    
    bool TestParticleDisplay::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
    {
        ++animationID;
        animationID = animationID % armature->getAnimation()->getMovementCount();
        armature->getAnimation()->playWithIndex(animationID);
        return false;
    }
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  • 原文地址:https://www.cnblogs.com/newlist/p/3607997.html
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