可以在cocos2dx中调用C++ and Lua support导出的 spriteFrame 动画么?

如题,为什么没有文档或范例呢?

有简单的文档,详细如何使用 creator 导出的动画,看这个头文件就可以了,只有几个方法

https://github.com/cocos2d/creator_to_cocos2dx/blob/d805199dd65eb2b1e42c44883c723d4c246f673c/creator_project/packages/creator-luacpp-support/reader/animation/AnimationManager.h#L48

使用示例在

https://github.com/minggo/cocos2d-x/blob/314ef50f712248bed79ea89a7c8a839a37bb06a3/tests/cpp-empty-test/Classes/HelloWorldScene.cpp#L129

仔细阅读一下,README.md 有说范例的位置,插件的 0.4 版本已发布,传送

谢谢你的答复,我按照示例改了程序,发现moveby可以执行,但是AnimationClip 不能播放程序如下

testScene.h
----------
#pragma once
#include “cocos2d.h”
#include “reader\CreatorReader.h”
#include “ui/CocosGUI.h”

using namespace cocos2d;
using namespace ui;

	static creator::CreatorReader* reader;
	static creator::AnimationManager* AM;
	static Sprite *sheep;
class testSence 
{
public:
	testSence();
	~testSence();
	Scene* scene1;
	void init();
private:
	ui::Button *_button;
	
	void onRunClick(CCObject *pSender, ui::TouchEventType type);
};

testScence.cpp

#include "testSence.h"

testSence::testSence() {
	init();
}
testSence::~testSence() {
	reader->release();
	AM->release();
}
void testSence::init()
{
	reader = creator::CreatorReader::createWithFilename("creator/aa.ccreator");
	// will create the needed spritesheets + design resolution
	reader->setup();
	// get the scene graph
	scene1 = reader->getSceneGraph();
	AM = reader->getAnimationManager();

	sheep = (CCSprite *)scene1->getChildByName("Canvas")->getChildByName("sheep_run_0");
	_button = (ui::Button*)scene1->getChildByName("Canvas")->getChildByName("run");
	_button->addTouchEventListener(scene1, toucheventselector(testSence::onRunClick));

}

void testSence::onRunClick(CCObject *pSender, ui::TouchEventType type) {
	switch (type)
	{
	case ui::TOUCH_EVENT_ENDED:
	{
		printf("clicked\n");
		AM->retain();
		//AM->playAnimationClip(sheep, "sheepRun");
		sheep->runAction(Sequence::create(
			MoveBy::create(0.05, Point(sheep->getBoundingBox().size.width*0.05, 0)),
			DelayTime::create(1),
			CallFunc::create([=]() {
			AM->playAnimationClip(sheep, "sheepRun");
		}),
			DelayTime::create(1),
			CallFunc::create([=]() {
			AM->resumeAnimationClip(sheep, "sheepRun");
		}),
			nullptr));

		break;
	}
	default:
		break;
	}
}

调试中加了输出

    void AnimationManager::runAnimationClip(cocos2d::Node *target, AnimationClip* animationClip)
    {
        auto animate = AnimateClip::createWithAnimationClip(target, animationClip);
        animate->retain();
        this->retain();
        animate->setCallbackForEndevent([=]() {
            removeAnimateClip(target, animationClip->getName());
    	printf("animationClip is removed!\n");
            this->release();
        });
        
        animate->startAnimate();
        _cachedAnimates.push_back(std::make_tuple(target, animationClip->getName(), animate));
    	printf("_cachedAnimates.size:%d\n", _cachedAnimates.size());
    }

这个函数正确执行

暂时没时间看,建议修改一下贴代码的方式,代码粘贴到 markdown 代码块中