Open codynguyen opened 12 years ago
It used cocos2d-2.0-rc2-x-2.0.1 version. The flash tool can export the single png file of each part .You can use your pack tool to pack it ,like texture packer (i use it).
------------------ 原始邮件 ------------------ 发件人: "Cody Nguyen"notifications@github.com; 发送时间: 2012年9月27日(星期四) 凌晨0:29 收件人: "jyinkailej/Flash2Cocos2d-x"Flash2Cocos2d-x@noreply.github.com;
主题: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)
Hi,
What version of cocos2d-x does this library support? I've tried with cocos2d-x but it doesn't work. Also in the example there's an atlas & plist, however I can't find where to create those in the tool (both 1.0 & 1.3 version).
Thank you very much.
—
Reply to this email directly or view it on GitHub.
Thank you Yin, I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step. // step 1: add your skeleton xml file CCConnectionData::sharedConnectionData()->addData("zombie.xml");
// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");
// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );
// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml <armature name="Zombie_f/Zombie">
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);
armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );
// step 5: play the animation
armature->getAnimation()->playTo("stand");
------------------ 原始邮件 ------------------ 发件人: "Cody Nguyen"notifications@github.com; 发送时间: 2012年9月27日(星期四) 上午10:03 收件人: "jyinkailej/Flash2Cocos2d-x"Flash2Cocos2d-x@noreply.github.com; 抄送: "yinkaile"501251991@qq.com; 主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)
Thank you Yin, I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.
—
Reply to this email directly or view it on GitHub.
Oh, I used version 1.0 :(
I needed to integrate a cutscene animation into my cocos2d-x scene. I wanted to use version 1.3 so much but didn't know how to prepare my animations to be compatible with SkeletonSWFPanel, so I had to go with 1.0.
For 1.0, I figured out the conventions by examining the .FLA examples, but 1.3 examples are quite complex and my deadline is near, so for the mean time I will have to use frame-by-frame animation (which might not be effective for full-screen animations).
Can you make a quick guide about how to prepare animations and to use the panel? I'd really appreciate it.
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 11:55 AM, yinkaile wrote:
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step.
// step 1: add your skeleton xml file
CCConnectionData::sharedConnectionData()->addData("zombie.xml");// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );// step 5: play the animation
armature->getAnimation()->playTo("stand");------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 上午10:03
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Thank you Yin,
I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.—
Reply to this email directly or view it on GitHub.— Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8925862).
If you can read chinese, you can try this site http://www.cocoachina.com/bbs/read.php?tid=115744 .
1. Install SkeletonSWFPanel.zxp for your flash cs6.
If failed, you can copy "SkeletonSWFPanel.swf" and “SkeletonSWFPanel” from “1.3\SkeletonSWFPanel\SkeletonSWFPanel\bin-debug” to “C:\Users\youyou\AppData\Local\Adobe\Flash CS6\zh_CN\Configuration\WindowSWF\SkeletonSWFPanel ”。(win7)
2.open Flash cs6 -> (窗口)window ->(其他面板)other panel -> SkeletonSWFPanel (my flash is chinese language, i do not really know the name in english Flash cs6)
3.your movieclip's timeline just need a label layer.
4..If you use this selection and there are too many items in your library , import will be really slow.
5.you can drag Bone item to change the "parent-child" relation.
------------------ 原始邮件 ------------------ 发件人: "Cody Nguyen"notifications@github.com; 发送时间: 2012年9月27日(星期四) 下午2:30 收件人: "jyinkailej/Flash2Cocos2d-x"Flash2Cocos2d-x@noreply.github.com; 抄送: "yinkaile"501251991@qq.com; 主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)
Oh, I used version 1.0 :(
I needed to integrate a cutscene animation into my cocos2d-x scene. I wanted to use version 1.3 so much but didn't know how to prepare my animations to be compatible with SkeletonSWFPanel, so I had to go with 1.0.
For 1.0, I figured out the conventions by examining the .FLA examples, but 1.3 examples are quite complex and my deadline is near, so for the mean time I will have to use frame-by-frame animation (which might not be effective for full-screen animations).
Can you make a quick guide about how to prepare animations and to use the panel? I'd really appreciate it.
--
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 11:55 AM, yinkaile wrote:
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step.
// step 1: add your skeleton xml file
CCConnectionData::sharedConnectionData()->addData("zombie.xml");// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );// step 5: play the animation
armature->getAnimation()->playTo("stand");------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 上午10:03
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Thank you Yin,
I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.—
Reply to this email directly or view it on GitHub.— Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8925862).
— Reply to this email directly or view it on GitHub.
⊙﹏⊙,i have reply with some picture, but it not displayed in the Github.So you'd better go this site: http://www.cocoachina.com/bbs/read.php?tid=115744 or http://rainynote.com/2012/09/cocos2d-x-%E5%8A%A8%E7%94%BB%E5%B7%A5%E5%85%B7-flash2cocos2d-x-1-3/
------------------ 原始邮件 ------------------ 发件人: "Cody Nguyen"notifications@github.com; 发送时间: 2012年9月27日(星期四) 下午2:30 收件人: "jyinkailej/Flash2Cocos2d-x"Flash2Cocos2d-x@noreply.github.com; 抄送: "yinkaile"501251991@qq.com; 主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)
Oh, I used version 1.0 :(
I needed to integrate a cutscene animation into my cocos2d-x scene. I wanted to use version 1.3 so much but didn't know how to prepare my animations to be compatible with SkeletonSWFPanel, so I had to go with 1.0.
For 1.0, I figured out the conventions by examining the .FLA examples, but 1.3 examples are quite complex and my deadline is near, so for the mean time I will have to use frame-by-frame animation (which might not be effective for full-screen animations).
Can you make a quick guide about how to prepare animations and to use the panel? I'd really appreciate it.
--
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 11:55 AM, yinkaile wrote:
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step.
// step 1: add your skeleton xml file
CCConnectionData::sharedConnectionData()->addData("zombie.xml");// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );// step 5: play the animation
armature->getAnimation()->playTo("stand");------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 上午10:03
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Thank you Yin,
I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.—
Reply to this email directly or view it on GitHub.— Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8925862).
— Reply to this email directly or view it on GitHub.
Great! Thank you very much Yin ^..^
I will try again and write a detailed guide if I can manage to make it work.
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 2:10 PM, yinkaile wrote:
⊙﹏⊙,i have reply with some picture, but it not displayed in the Github.So you'd better go this site:
http://www.cocoachina.com/bbs/read.php?tid=115744
or
http://rainynote.com/2012/09/cocos2d-x-%E5%8A%A8%E7%94%BB%E5%B7%A5%E5%85%B7-flash2cocos2d-x-1-3/------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 下午2:30
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Oh, I used version 1.0 :(
I needed to integrate a cutscene animation into my cocos2d-x scene. I wanted to use version 1.3 so much but didn't know how to prepare my animations to be compatible with SkeletonSWFPanel, so I had to go with 1.0.
For 1.0, I figured out the conventions by examining the .FLA examples, but 1.3 examples are quite complex and my deadline is near, so for the mean time I will have to use frame-by-frame animation (which might not be effective for full-screen animations).
Can you make a quick guide about how to prepare animations and to use the panel? I'd really appreciate it.
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 11:55 AM, yinkaile wrote:
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step.
// step 1: add your skeleton xml file
CCConnectionData::sharedConnectionData()->addData("zombie.xml");// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );// step 5: play the animation
armature->getAnimation()->playTo("stand");------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 上午10:03
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Thank you Yin,
I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.—
Reply to this email directly or view it on GitHub.—
Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8925862).—
Reply to this email directly or view it on GitHub.— Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8927740).
I am glad to see a new guide O(∩_∩)O~
------------------ 原始邮件 ------------------ 发件人: "Cody Nguyen"notifications@github.com; 发送时间: 2012年9月27日(星期四) 下午3:12 收件人: "jyinkailej/Flash2Cocos2d-x"Flash2Cocos2d-x@noreply.github.com; 抄送: "yinkaile"501251991@qq.com; 主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)
Great! Thank you very much Yin ^..^
I will try again and write a detailed guide if I can manage to make it work.
--
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 2:10 PM, yinkaile wrote:
⊙﹏⊙,i have reply with some picture, but it not displayed in the Github.So you'd better go this site:
http://www.cocoachina.com/bbs/read.php?tid=115744
or
http://rainynote.com/2012/09/cocos2d-x-%E5%8A%A8%E7%94%BB%E5%B7%A5%E5%85%B7-flash2cocos2d-x-1-3/------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 下午2:30
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Oh, I used version 1.0 :(
I needed to integrate a cutscene animation into my cocos2d-x scene. I wanted to use version 1.3 so much but didn't know how to prepare my animations to be compatible with SkeletonSWFPanel, so I had to go with 1.0.
For 1.0, I figured out the conventions by examining the .FLA examples, but 1.3 examples are quite complex and my deadline is near, so for the mean time I will have to use frame-by-frame animation (which might not be effective for full-screen animations).
Can you make a quick guide about how to prepare animations and to use the panel? I'd really appreciate it.
Cody Nguyen (Vinova)
On Thursday, September 27, 2012 at 11:55 AM, yinkaile wrote:
which version of Flash2cocos2d-x did you use?
I think you'd better try 1.3 version, and use the "Zombie" example. The "knight" xml data has something wrong, because i use some chinese name for the bone name ,new version don't support it.
I have tryed the 1.3 - example 1 ,it worked well.
Don't forget follow the step.
// step 1: add your skeleton xml file
CCConnectionData::sharedConnectionData()->addData("zombie.xml");// step2: add plist and png to cache
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("zombie.plist", "zombie.png");// step 3: create a CCSpriteBatchNode
CCSpriteBatchNode *batchNode = CCSpriteBatchNode::create( "zombie.png" );// step 4: create a armature just need armature name, plist, picture, and a CCSpriteBatchNode
// the Zombie_f/Zombie is the name in your xml
armature = CCArmature::create("Zombie_f/Zombie", "Zombie_f/Zombie", batchNode);armature->getDisplay()->setPosition(ccp(size.width/2, size.height/2));
armature->getDisplay()->setScale( 1 );// step 5: play the animation
armature->getAnimation()->playTo("stand");------------------ 原始邮件 ------------------
发件人: "Cody Nguyen"<notifications@github.com (mailto:notifications@github.com)>;
发送时间: 2012年9月27日(星期四) 上午10:03
收件人: "jyinkailej/Flash2Cocos2d-x"<Flash2Cocos2d-x@noreply.github.com (mailto:Flash2Cocos2d-x@noreply.github.com)>;
抄送: "yinkaile"<501251991@qq.com (mailto:501251991@qq.com)>;
主题: Re: [Flash2Cocos2d-x] Version of Cocos2d-x supported (#1)Thank you Yin,
I used cocos2d-x 2.0.2, copied resources and code from your sample over. The "knight" appears on the screen but it won't show any animation. Can you take a look at it? I've tried but couldn't track down the problem.—
Reply to this email directly or view it on GitHub.—
Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8925862).—
Reply to this email directly or view it on GitHub.— Reply to this email directly or view it on GitHub (https://github.com/jyinkailej/Flash2Cocos2d-x/issues/1#issuecomment-8927740).
— Reply to this email directly or view it on GitHub.
Hi thank you for the great work i want to ask about detecting touch on the animation to change the animation after touch by example thank you
Hi,
What version of cocos2d-x does this library support? I've tried with cocos2d-x but it doesn't work. Also in the example there's an atlas & plist, however I can't find where to create those in the tool (both 1.0 & 1.3 version).
Thank you very much.