Loading Cocos2D Sprite Frame Animations from Plist Files
Posted by John Wordsworth on July 07, 2011 in iOS Development tagged with CCAnimation, CCAnimationFrameCache, cocos2d, Knight TerrorsIn a game that a friend and I are working on (Knight Terrors) we wanted a system to pre-load animations into CCAnimationFrameCache without having to hardcode any of that configuration. This means that our designer and artist, Jackson Matthews, can add and remove frames from a creature's animation without having to come back to me with a frame list to paste back into the code. I will assume you have knowledge of CCSpriteFrameCache and CCAnimations within cocos2d before embarking on this. If not, you can read up on them through the provided links.
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