有时候场景中的资源加载过多的话就会引起游戏进入的时候很卡,因为那是边加载边显示。还有在游戏中按下home键 再进入游戏的时候会有一段时间的黑屏,那是因为游戏要重新加载资源,这样用户体验非常不好。
我在tests例子里面发现一个很好的例子叫做TextureCacheTest,里面讲解了如何写loading。
首先在类头文件里面写上:
//loading......callback
void loadingCallBack(cocos2d::CCObject *obj);
void addSprite();
cocos2d::CCLabelTTF *m_pLabelLoading;
cocos2d::CCLabelTTF *m_pLabelPercent;
int m_nNumberOfSprites;//计数用 在构造函数中初始化成要加载的资源个数
int m_nNumberOfLoadedSprites;//初始化为0
然后在cpp里面实现:这是我随便截取的代码
CCSize size = CCDirector::sharedDirector()->getWinSize();
//
//loading界面
m_pLabelLoading = CCLabelTTF::create("loading...", "Arial", 15);
m_pLabelPercent = CCLabelTTF::create("%0", "Arial", 15);
m_pLabelLoading->setPosition(CCPointMake(size.width / 2, size.height / 2 - 20));
m_pLabelPercent->setPosition(CCPointMake(size.width / 2, size.height / 2 + 20));
this->addChild(m_pLabelLoading,10);
this->addChild(m_pLabelPercent,10);
//
CCTextureCache::sharedTextureCache()->addImageAsync("gobacknormal.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("gobackselected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/achievementnormal.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/achievementselected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle1normal.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle2normal.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle3normal.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle1selected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle2selected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle3selected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle1lock.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle2lock.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle3lock.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle2lockselected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/Bighurdle3lockselected.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Bighurdle/main.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("Smallhurdle/starfull.png", this, callfuncO_selector(BighurdleLayer::loadingCallBack));
然后在回调函数
void BighurdleLayer::loadingCallBack(cocos2d::CCObject *obj)
{
++m_nNumberOfLoadedSprites;
char tmp[10];
sprintf(tmp,"%%%d", (int)(((float)m_nNumberOfLoadedSprites / m_nNumberOfSprites) * 100));
m_pLabelPercent->setString(tmp);
if (m_nNumberOfLoadedSprites == m_nNumberOfSprites)
{
this->removeChild(m_pLabelLoading, true);
this->removeChild(m_pLabelPercent, true);
addSprite();//这里是自己写得添加精灵的函数
}
}
如果有更好的方法,请告知我,谢谢 共同进步
二.当按home键到桌面去,然后回到游戏弹出个进度条 然后游戏开始
我们只需要在AppDelegate.cpp里面添加layer就可以了 然后layer里面弄上定时器 一段时间后自动取消
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
Loading *loading = new Loading();
//CCSprite *sp = CCSprite::create("HelloWorld.png");
//sp->setPosition(ccp(winSize.width/2, winSize.height/2));
//loading->addChild(sp);
CCDirector::sharedDirector()->getRunningScene()->addChild((CCNode *)loading);