Archive for July, 2012

Creating Frame Animation in Cocos2d-X 2.0 Using a Sprite Sheet

Saturday, July 28th, 2012

Since the Cocos2d-X 2.0 rc2 a lot of the initialisation has changed so this code works in Cocos2d-X 2.0.

First create a sprite sheet so we can load it in.

Once you have created the Sprite Sheet you will end up with a image file and plist.

mySprites.png
mySprites.plist

I like to name my sprites like this:

jumpAnimation_00
jumpAnimation_01
jumpAnimation_02
jumpAnimation_03
jumpAnimation_04
jumpAnimation_05

walkAnimations_00
walkAnimations_01
walkAnimations_02
walkAnimations_03
walkAnimations_04
walkAnimations_05

It makes creating the animations easier. My code below is depended on the above naming convention.

Create Cocos2d-X 2.0 Sprite Sheet

Sunday, July 22nd, 2012

Cocos2dx is the C++ implementation of Cocos2d. Even though it is C++ and cross platform it still uses plists. There are probably a lot of tools out there that can help you create these sprite sheets. I am currently using SpriteHelper which has export settings specifically targeting Cocos2D-X. I used to use Texture Packer for Cocos2D because it has a nice PVR viewer.

The main reason i am using SpriteHelper is because of Level Helper. Level Helper looks like it has a lot of potential.