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Cocos2dxGAFPlayer
Can't find GAFPrecompiled.cpp and GAFPrecompiled.h, do you forgot it?
[branch release]
Change gotoAndStop and gotoAndPlay start frame from 0 to 1 to match Flash logic.
Can you give a function static std::vector<std::string> GAFFile::getReferenceFiles(std::string gafFilePath)
to get all files gaf refers (including audios images fonts) with out init any glview or cocos2d ?
so we can check whether the gaf is legal.
thank you.
If you try to open Library/CMakeLists.txt using QtCreator on Linux machine you get the error above. The problem is:
set(CMAKE_EXE_LINKER_FLAGS “-framework AudioToolbox -framework CoreGraphics -framework QuartzCore -framework UIKit -framework OpenGLES”)
looks like
set(CMAKE_EXE_LINKER_FLAGS �-framework AudioToolbox -framework CoreGraphics -framework QuartzCore -framework UIKit -framework OpenGLES�)
in terminal. Removing quotes solves the error.
firstly, I create a GAFAnimatedObject and play it.
GAFAnimatedObject * obj;
......
obj->play();
Then, I call setPosition.
Beacuse I want to move it while animation playing.
obj->setPosition(...);
I see the animation flickering on the screen, after that.
Here is my code.
http://7tsyzg.com1.z0.glb.clouddn.com/Code.rar
You can create a HelloWorld project and copy files into it.
PS: I come from China. I am not very sure if the URL is available to you.
Thank you.
i found GAFObject's play can not deal with the audios, even though it has the <frameindex,audio> data, why?
thank you.
Need to invalidate GAFFilterManager after losing context and reinitialize when new context is provided
I followed the tutorials https://www.youtube.com/watch?v=OT9voGrtmsY and https://docs.google.com/a/gafmedia.com/document/d/1ia55TVEoz_0oRUDD6fLXRSaBp4a8aXKI_jyuISHfryk/edit# , and the GAF player seems to work fine under cocos2d-x v. 3.1.
The tutorial just shows an example using a plain empty scene, where the GAFAnimatedObject
is added as the only child. But adding another object to the scene that overlaps will hide the animation, even if the animation is added to the scene as the last element, or if one sets its zIndex
to an arbitrary large value.
Es. if you use a large animation, this should make a good example:
auto lc = LayerColor::create(Color4B(0, 255, 0, 100), 50,50);
lc->setPosition(100,100);
addChild(lc);
auto animation = GAFAnimatedObject::createAndRun("path/path.gaf");
addChild(animation);
Since the LayerColor
instance lc
has a semitrasparent color, you should be able to see the animation behind the layer and not on top of it, as expected.
The gaf v4 branch can't build properly. you might need to add the following cxx flags:
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
if(IOS OR MACOX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
I got a copy of this git repository and tried to run the Example.xcodeproject.
Initially i got a "cocos2d.h not found" error and noticed that the cocos_lobs.xcodeproject was missing so i included the project from my local copy of the cocos2dx library (v3.2). I tried running the build with that but consistently got compile time errors...not sure whats going wrong here!
Whenever I play an animation (say animation A) and then stop it midway (say on frame x of animation A), and after that play another animation (say animation B), on the start of animation B there is a noticeable flicker of frame x on screen. I am using cocos2d-x 3.3. I stop animations midway and then hide them as I do not want it to complete. Later when I play the animation the last frame of previous animation on which the previous animation was stopped flickers on screen.
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