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

Basic workflow:


- create your character in one MovieClip in Flash. - create timeline animations. must not be nested. all tweens must be visible at once on the timeline. - every animation has to have a keyframe labeled with an unique name. (IE: "*dancing*", "*running*"....) there is a minimum of one label. - 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 Grapefrukt exporting code on the first frame. two sample uses:

1) exports for retina

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);

2) exports for retina and non-retina

import com.grapefrukt.exporter.simple.*;
import com.grapefrukt.exporter.extractors.*;
import com.grapefrukt.exporter.textures.*;

const SCALE_RETINA = 1;
const SCALE_NON_RETINA = .5;
const COCOS_RETINA_EXT:String = "-hd";

// change robot for whatever name you want to use
var export:FTCSimpleExport = new FTCSimpleExport(this, "robot", stage.frameRate); 

// change RobotCharacterMc for whatever name your MovieClip is in the library
AnimationExtractor.extract(export.animations, new RobotCharacterMc, null, true, 1);
var textureSheetRetina:TextureSheet = TextureExtractor.extract(new RobotCharacterMc, null, false, null, true, SCALE_RETINA, FTCBitmapTexture, COCOS_RETINA_EXT);
var textureSheetNonRetina:TextureSheet = TextureExtractor.extract(new RobotCharacterMc, null, false, null, true, SCALE_NON_RETINA);



- update publish settings with required Library path:

+  path to Flash2Cocos project... Flash2Cocos2D/example/flash/libs/

- publish - on the top left corner click on "*click to output*" - save the zip file - unzip the zip file


  • start a Cocos2D project
  • enabled ARC following this instructions
  • add the FlashToCocos Library
  • add the TBXML Library if you haven't installed CocoaPods. (if you have CocoaPods it's already in Flash2Cocos2D/example/F2C_RobotTutorial/Pods/TBXML.)
  • add the results of unzipping the file created from Flash

FTCCharacter Class


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.


Library to import animations made in Flash to Cocos2D







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