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.
- 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: FLASH SIDE:
1) exports for retina
```actionscript 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(); ```
2) exports for retina and non-retina
```actionscript 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); export.texturesFile.add(textureSheetRetina); export.texturesArt.add(textureSheetRetina); export.texturesArt.add(textureSheetNonRetina); export.export(); ```
- 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
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. Overview
-(FTCharacter) characterFromXMLFile:(NSString *)xmlFileName
Reads and XML, loads texture and returns a FTCCharacter.
FTCharacter *robot = [FTCharacter characterFromXMLFile:@"robot"]
-(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.
Stops the current animation being played.
Pauses the current animation.
Resumes the current paused animation.
-(void) playFrame:(int)_frameIndex fromAnimation:(NSString *)_animationId
Sets the character to the specified frame for the specified animation.