I animate my character like that :
-(void) createHero
{
_batchNode = [CCSpriteBatchNode batchNodeWithFile:@"Snipe1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"Snipe1.plist"];
//gather list of frames
NSMutableArray *runAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 7; ++i)
{
[runAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"run000%d.png", i]]];
}
//create sprite and run the hero
self.hero = [CCSprite spriteWithSpriteFrameName:@"run0001.png"];
_hero.anchorPoint = CGPointZero;
_hero.position = self.heroRunningPosition;
//create the animation object
CCAnimation *runAnim = [CCAnimation animationWithFrames:runAnimFrames delay:1/30.0f];
self.runAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:runAnim restoreOriginalFrame:YES]];
[_hero runAction:_runAction];
[_batchNode addChild:_hero z:0];
}
This works fine an my character is running, but now i want a second animation when he jumps. At the moment i make it like that:
-(void)changeHeroImageDuringJump
{
[_hero setTextureRect:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"run0007.png"].rect];
}
But now i want a second plist with a second png, so i get a whole new animation when the character jumps. How can i implement that ?
In my case, i implemented an AnimatedSprite class that will handle this for me. This way, I add files like so:
Changing the animation is as simple as:
Heres my implementation This is the .h
And this is the .m