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CCAnimation建立動畫cocos2d-x

   CCSize s = CCDirector::sharedDirector()->getWinSize();
    //載入動畫所需紋理圖片
    CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("animations/dragon_animation.png");

    // manually add frames to the frame cache// 切圖獲取每一幀
    CCSpriteFrame *frame0 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*0, 132*0, 132, 132));

    CCSpriteFrame *frame1 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*1, 132*0, 132, 132));
    CCSpriteFrame *frame2 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*2, 132*0, 132, 132));
    CCSpriteFrame *frame3 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*3, 132*0, 132, 132));

    CCSpriteFrame *frame4 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*0, 132*1, 132, 132));
    CCSpriteFrame *frame5 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132*1, 132*1, 132, 132));


    //
    // Animation using Sprite BatchNode
    //
    CCSprite* sprite = CCSprite::createWithSpriteFrame(frame0);

    sprite->setPosition( ccp( s.width/2-80, s.height/2) );
    addChild(sprite);

    CCArray* animFrames = CCArray::createWithCapacity(6);
    animFrames->addObject(frame0);
    animFrames->addObject(frame1);
    animFrames->addObject(frame2);
    animFrames->addObject(frame3);
    animFrames->addObject(frame4);
    animFrames->addObject(frame5);

    CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.2f);//這裡定義了每一幀,和動畫的間隔時間
    CCAnimate *animate = CCAnimate::create(animation);//這裡建立了動畫的Action
    CCActionInterval* seq = (CCActionInterval*)(CCSequence::create( animate,
                       CCFlipX::create(true),
                       animate->copy()->autorelease(),
                       CCFlipX::create(false),
                       NULL) );

    sprite->runAction(CCRepeatForever::create( seq ) );

/.//////////////////////////////////////////////////////////////////////////////////////////////////////////貌似很簡單,可以在應用中用該方法加入各種特效

但真正遊戲中的角色,NPC,需要做碰撞的內容最好還是用SpriteBatchNode 來管理每個Sprite 通過Schedule自定義程式設計的方式來實現運動和變化。