CCSpriteBatchNode是一个批处理绘制精灵节点,其特点是共享同一个纹理,CCSpriteBatchNode最大的优点就是将所有同属性的纹理进行一次绘制,CCSpriteBatchNode并不能添加CCLabel之类(继承自CCNode的节点),仅处理共享纹理的精灵。另外一点特别要注意的是CCSpriteBatchNode通过addSpriteWithoutQuad增加子节点的方式跟其他addChild的方式不太一样的地方就是,CCSpriteBatchNode在调用addChild之后需要其子节点调用release()节点,减少一次引用计数,其原因如下:
咱们先看看CCSpriteBatchNode增加子节点的源代码,
CCSpriteBatchNode * CCSpriteBatchNode::addSpriteWithoutQuad(CCSprite*child, unsigned int z, int aTag)
{
CCAssert( child != NULL, "Argument must be non-NULL");
CCAssert( dynamic_cast<CCSprite*>(child), "CCSpriteBatchNode only supports CCSprites as children");
// quad index is Z
child->setAtlasIndex(z);
// XXX: optimize with a binary search
int i=0;
CCObject* pObject = NULL;
CCARRAY_FOREACH(m_pobDescendants, pObject)
{
CCSprite* pChild = (CCSprite*) pObject;
if (pChild && (pChild->getAtlasIndex() >= z))
{
++i;
}
}
m_pobDescendants->insertObject(child, i);//对子节点引用计数一次
// IMPORTANT: Call super, and not self. Avoid adding it to the texture atlas array
CCNode::addChild(child, z, aTag);//调用基类的接口,增加子节点,对子节点引用计数一次
//#issue 1262 don't use lazy sorting, tiles are added as quads not as sprites, so sprites need to be added in order
reorderBatch(false);
return this;
}
从代码注释的地方看到,节点被引用计数了两次。为了避免内存泄露,需要将子节点release()调用一次,这是我看测试发现了,如果有解释不合理或者不正确的地方希望大家能指正批评。