An example of LWF for C++ with Cocos2d-x renderer.
What is LWF?
LWF is an animation engine which can play animation data converted from FLASH contents in HTML5, Unity, Cocos2d-x, iOS UIKit, and more. LWF is designed to make game development easy and fun.
It means that LWF allows you to make animation using Adobe Flash for your Cocos2d-x Application.
You'll see a Flash movie which is embedded on Cocos2d-x.
You can change LWF data in Classes/HelloWorldScene.cpp
//const char *path = "sample3_max_optimized/sample3_max_optimized.lwf"; const char *path = "mask/mask.lwf";
(This example animation is also available on HTML5 http://gree.github.io/lwf-demo/html5/lwf-loader/sample3.html)
How to use Adobe Flash for making animation
Install LWFS https://github.com/gree/lwfs to convert Adobe Flash data into LWF data. It automatically converts in ~/Desktop/LWFS_work folder and shows the data on Web browser.
This project does not use any texture atlas and batch node. It means that this project is not intended to show the rendering performance using LWF on Cocos2d-x.
How to use LWFNode with SpriteBatchNode
LWFNode *lwfNode = LWFNode::create("sample.lwf"); SpriteBatchNode *batch = SpriteBatchNode::createWithTexture(lwfNode->getTexture()); batch->addChild(lwfNode); this->addChild(batch);
sample.lwf should be converted with one texture atlas.