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Library to import animations made in Flash to Cocos2D

branch: master

README tweaked

latest commit 9cc3ffbf57
Jordi Martinez authored March 16, 2012
Octocat-spinner-32 FlashToCocosARC First commit March 16, 2012
Octocat-spinner-32 example First commit March 16, 2012
Octocat-spinner-32 grapefrukt First commit March 16, 2012
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Octocat-spinner-32 README.markdown README tweaked March 16, 2012
README.markdown

FlashToCocos2D

This tool provides a fast way of reusing animations made in Flash CS in Cocos2D projects. A minimaly tweaked version of the amazing exporter by Grapefrukt provides a way to export all the animation information (position, rotation, scale) of a Flash made character to xml. The FlashToCocos iOS library reads those xml files and recreates the characters in Cocos2D.

Basic workflow:

FLASH SIDE:

  • create your character in Flash
  • create as many animations a needed
  • every animation has to have a keyframe labeled with an unique name. IE: "dancing", "running"...
  • to launch custom events during an animation, you can use keyframes labels prefixed with @. IE: "@launchSound"
  • select 'Export for Actionscript' for your character MovieClip
  • add the Grapefukrt exporting code on the first frame:

    import com.grapefrukt.exporter.simple.SimpleExport;
    import com.grapefrukt.exporter.extractors.*;
    // change robot for whatever name you want to use
    var export:SimpleExport = new SimpleExport(this, "robot"); 
    // change RobotCharacterMc for whatever name you MovieClip is in the library
    export.textures.add(TextureExtractor.extract(new RobotCharacterMc)); 
    AnimationExtractor.extract(export.animations, new RobotCharacterMc);
    export.export();
    
  • publish

  • on the top left corner click on "click to output"
  • save the zip file
  • unzip the zip file

XCODE:

  • start a Cocos2D project
  • enabled ARC following this instructions
  • add the FlashToCocos Library
  • add the TBXML Library
  • add the results of unzipping the file created from Flash

FTCCharacter Class

Overview

FTCharacter is the main class to be used. It extends CCLayer and it's the responsible to load the XML files and textures. There are still a lot of methods exposed that shouldn't be. Hopefully we'll be able to clear the code a little bit in short time.

Class Methods

-(FTCharacter) characterFromXMLFile:(NSString *)xmlFileName

Reads and XML, loads texture and returns a FTCCharacter.
IE: FTCharacter *robot = [FTCharacter characterFromXMLFile:@"robot"]

Instance Methods

-(void) playAnimation:(NSString *)animation loop:(BOOL)loops wait:(BOOL)waits

Starts playing the specified animation. It will loop it if specified. The wait parameter indicates if this animation should wait for the previous one to finish before start playing.

-(void) stopAnimation

Stops the current animation being played.

-(void) pauseAnimation

Pauses the current animation.

-(void) resumeAnimation

Resumes the current paused animation.

-(void) playFrame:(int)_frameIndex fromAnimation:(NSString *)_animationId

Sets the character to the specified frame for the specified animation.

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