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Noob question about scripting animation

Cocos

But you need to mount the script to the animation component and add the corresponding frame events, you can refer to github.com CocosCreatorHowToUse/proj/Demo/Creator3.7.0_UseAnimationFrameEvents at v3.7.x Of course you can, the inserted frame events can be used as signals to trigger the code.

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Tag to prefab dynamically and intersect in script

Cocos

I want to do this in the creator-type script. count++; demo = Sprite::create(“d1”); demo->setPosition(Vec2(362.399170,831.098450)); demo->setTag(count); this->addChild(demo); if ( this ->getChildByTag(i)->getBoundingBox().containsPoint(location)) This is the Cocos2dx code snippet. Kindly help.

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Noob question about scripting animation

Cocos

github.com CocosCreatorDemos/demo/2dP1/Creator3.6.0_2D_CardFlip at v3.6.x x/demo/2dP1/Creator3.6.0_2D_CardFlip Contribute to yeshao2069/CocosCreatorDemos development by creating an account on GitHub. github.com CocosCreatorDemos/demo/2dP1/Creator3.6.0_2D_CardFlipAndQueue at v3.6.x

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Filmustage update: Tag Editor 3.0 & Enhancements

Filmustage

Discover numerous enhancements across Script , Summary , and Analysis tabs, providing a more intuitive and powerful environment to manage your projects. A Leap Forward Bulk Tag Operations : Easily group, edit, or delete tags, revolutionizing your script cleanup process after performing your AI breakdown.

Scripting 110
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Noob question about scripting animation

Cocos

I’m not sure this can help and I have limited knowledge on this subject but you might take a look a this repository → CocosCreatorDemos: 大道至简,殊途同归。 CocosCreatorDemos主要是整理并实现了一些常用的用户需求示例,希望可以给用户提供一些使用灵感。 CocosCreatorDemos mainly organizes and implements some common user‘s needs demos, hoping to provide users with some inspiration.

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assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts This way, you can create an imageAsset using Unit8Array data. github.com cocos/cocos-awesome-tech-solutions/blob/3.7.x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts

Sprite 52
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assetManager.parser.parse() doesn't work for Uint8Array in native

Cocos

docs.cocos.com Cocos Creator API Description github.com cocos/cocos-awesome-tech-solutions/blob/1bf8158108cdcc705bf24320b772a4c3e7e727ae/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts#L110C21-L110C34 You can try native.saveImageData. L110C21-L110C34 jsb.saveImageData(this._buffer, _buffer, width, height, filePath).then(()=>{

Demo 40