
使用spine骨骼动画时怎么让动画暂停和恢复呢
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/fire.jsondebugSlots = true;
ParticleSun* _emitter1 = ParticleSun;/init
bool HelloWorld;/walk, 10;
/
}
CCSkeletonAnimation* skeletonNode = CCSkeletonAnimation;/
_emitter2-;:;
pt = ccp(pBone-;:;//粒子1是添加在Scene上的 所以需要坐标转换一下
ParticleSun* _emitter1 = (ParticleSun*)getChildByTag(2):;;):init()
{
/);/. super init first
if ( ;
skeletonNode-;
Bone* pBone = skeletonNode-:getInstance()-;right handfindBone(:;//),pBone-; 1;//worldX, 20);/worldY)), ,1);
_emitter2-;/skeletonNode-;setPosition(ccp(300;:create();
skeletonNode-;
}
/:create();
CCPoint pt = skeletonNode-;/getChildByTag(20);) ):update (float deltaTime)
{
CCSkeletonAnimation* skeletonNode = (CCSkeletonAnimation*)getChildByTag(1);
ParticleGalaxy* _emitter2 = ParticleGalaxy;
addChild(skeletonNode;update
void HelloWorld, true):getInstance()-;//
return true;
/
addChild(_emitter1,所以不需要转换坐标
ParticleGalaxy* _emitter2 = (ParticleGalaxy*)skeletonNode-;addImage(!Layer:init() )
{
return false, 10;) );/addChild(_emitter2.5f;fire;setPosition(pt);/
_emitter1-.png/addImage(.pngspineboy;
_emitter1-;
skeletonNode-;findBone(:;粒子2直接挂到骨骼动画上;setTexture( TextureCache;/
scheduleUpdate();/timeScale = 0;//
skeletonNode-:;debugBones = true;//,0)):createWithFile(
skeletonNode-;convertToWorldSpace(ccp(pBone-.atlasspineboy;setTexture( TextureCache/;,0:, 2):;left hand/worldY);
pBone = skeletonNode-;worldX,pBone-;setPosition(pt);/setAnimation(
ParticleSun* _emitter1 = ParticleSun;/init
bool HelloWorld;/walk, 10;
/
}
CCSkeletonAnimation* skeletonNode = CCSkeletonAnimation;/
_emitter2-;:;
pt = ccp(pBone-;:;//粒子1是添加在Scene上的 所以需要坐标转换一下
ParticleSun* _emitter1 = (ParticleSun*)getChildByTag(2):;;):init()
{
/);/. super init first
if ( ;
skeletonNode-;
Bone* pBone = skeletonNode-:getInstance()-;right handfindBone(:;//),pBone-; 1;//worldX, 20);/worldY)), ,1);
_emitter2-;/skeletonNode-;setPosition(ccp(300;:create();
skeletonNode-;
}
/:create();
CCPoint pt = skeletonNode-;/getChildByTag(20);) ):update (float deltaTime)
{
CCSkeletonAnimation* skeletonNode = (CCSkeletonAnimation*)getChildByTag(1);
ParticleGalaxy* _emitter2 = ParticleGalaxy;
addChild(skeletonNode;update
void HelloWorld, true):getInstance()-;//
return true;
/
addChild(_emitter1,所以不需要转换坐标
ParticleGalaxy* _emitter2 = (ParticleGalaxy*)skeletonNode-;addImage(!Layer:init() )
{
return false, 10;) );/addChild(_emitter2.5f;fire;setPosition(pt);/
_emitter1-.png/addImage(.pngspineboy;
_emitter1-;
skeletonNode-;findBone(:;粒子2直接挂到骨骼动画上;setTexture( TextureCache;/
scheduleUpdate();/timeScale = 0;//
skeletonNode-:;debugBones = true;//,0)):createWithFile(
skeletonNode-;convertToWorldSpace(ccp(pBone-.atlasspineboy;setTexture( TextureCache/;,0:, 2):;left hand/worldY);
pBone = skeletonNode-;worldX,pBone-;setPosition(pt);/setAnimation(
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