cocos2d-x学习笔记(14)--CCTextureCache

cocos2d-x学习笔记(14)--CCTextureCache

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    这里我直接根据一段代码来解释CCTextureCache,代码如下:

...........................

CCSprite* sprite = CCSprite::spriteWithFile("player.png");

addChild(sprite);

......................

这是我们初学者常用的载入精灵的使用方法,下面是用另一种方式:

........

CCTexture2D* cache = CCTextureCache::sharedTextureCache()->addImage("player.png");

...........

CCSprite* sprite = CCSprite::spriteWithTexture(cache);

addChild(sprite);

...........

可能有人会认为第二中方式是用效率比较高,其实是一样的,只是第二种方式比较灵活;在游戏中,如果一幅背景要载入许多精灵,如果是在切入背景是才开始载入精灵(即第一种使用方式),一旦精灵数量太庞大,那么画面就会出现卡顿的现象,玩家就会觉得游戏卡。如果我们采用第二种方式,在切入场景前,实现将图片加载到CCTextureCache中,那么在真正调用这些图片时就显得速度很快,就不会出现卡顿的现象。在这里,再说明的一点的是,所有加载图片的方法都是作为texture加载到CCTexureCache,不仅仅是CCSprite.下面我用一个实例来说明。

step1:创建cocos2d-win32项目,并命名为textureCache;

step2:在HelloWorldScene.h中添加下面两个类:

//第二种载入图片方式
class TextureCache:public CCLayer
{
protected:
	CCTexture2D* m_cache[20];
public:
	TextureCache();
	void addSprite(CCObject* pSender);

};

//第一种载入图片方式
class SpriteLayer:public CCLayer
{
public:
	SpriteLayer();
};


step3:在HelloWorldScene.cpp中添加如下函数:

TextureCache::TextureCache()
{
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	CCLabelTTF* label = CCLabelTTF::labelWithString("Click", "Arial", 30);
	CCMenuItemLabel* item = CCMenuItemLabel::itemWithLabel(label, 
		this, menu_selector(TextureCache::addSprite));
	CCMenu* menu = CCMenu::menuWithItem(item);
	addChild(menu, 1);
	item->setPosition(ccp(200, 150));
	menu->setPosition(ccp(200, 150));

	//load textures
	
	m_cache[0] = CCTextureCache::sharedTextureCache()->addImage("Images/player1.png");
	m_cache[1] = CCTextureCache::sharedTextureCache()->addImage("Images/player2.png");
	m_cache[2] = CCTextureCache::sharedTextureCache()->addImage("Images/player3.png");
	m_cache[3] = CCTextureCache::sharedTextureCache()->addImage("Images/player4.png");
	m_cache[4] = CCTextureCache::sharedTextureCache()->addImage("Images/player5.png");
	m_cache[5] = CCTextureCache::sharedTextureCache()->addImage("Images/player6.png");
	m_cache[6] = CCTextureCache::sharedTextureCache()->addImage("Images/player7.png");
	m_cache[7] = CCTextureCache::sharedTextureCache()->addImage("Images/player8.png");
	m_cache[8] = CCTextureCache::sharedTextureCache()->addImage("Images/player9.png");
	m_cache[9] = CCTextureCache::sharedTextureCache()->addImage("Images/player10.png");
	m_cache[10] = CCTextureCache::sharedTextureCache()->addImage("Images/player11.png");
	m_cache[11] = CCTextureCache::sharedTextureCache()->addImage("Images/player12.png");
	m_cache[12] = CCTextureCache::sharedTextureCache()->addImage("Images/player13.png");
	m_cache[13] = CCTextureCache::sharedTextureCache()->addImage("Images/player14.png");
	m_cache[14] = CCTextureCache::sharedTextureCache()->addImage("Images/player15.png");
	m_cache[15] = CCTextureCache::sharedTextureCache()->addImage("Images/player16.png");
	m_cache[16] = CCTextureCache::sharedTextureCache()->addImage("Images/player17.png");
	m_cache[17] = CCTextureCache::sharedTextureCache()->addImage("Images/player18.png");
	m_cache[18] = CCTextureCache::sharedTextureCache()->addImage("Images/player19.png");
	m_cache[19] = CCTextureCache::sharedTextureCache()->addImage("Images/player20.png");

}


void TextureCache::addSprite(CCObject* pSender)
{
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	//add sprites
	CCSprite* background = CCSprite::spriteWithFile("HelloWorld.png");
	background->setPosition(ccp(size.width / 2, size.height / 2));

	CCSprite* s1 = CCSprite::spriteWithTexture(m_cache[0]);
	CCSprite* s2 = CCSprite::spriteWithTexture(m_cache[1]);
	CCSprite* s3 = CCSprite::spriteWithTexture(m_cache[2]);
	CCSprite* s4 = CCSprite::spriteWithTexture(m_cache[3]);
	CCSprite* s5 = CCSprite::spriteWithTexture(m_cache[4]);
	CCSprite* s6 = CCSprite::spriteWithTexture(m_cache[5]);
	CCSprite* s7 = CCSprite::spriteWithTexture(m_cache[6]);
	CCSprite* s8 = CCSprite::spriteWithTexture(m_cache[7]);
	CCSprite* s9 = CCSprite::spriteWithTexture(m_cache[8]);
	CCSprite* s10 = CCSprite::spriteWithTexture(m_cache[9]);
	CCSprite* s11 = CCSprite::spriteWithTexture(m_cache[10]);
	CCSprite* s12 = CCSprite::spriteWithTexture(m_cache[11]);
	CCSprite* s13 = CCSprite::spriteWithTexture(m_cache[12]);
	CCSprite* s14 = CCSprite::spriteWithTexture(m_cache[13]);
	CCSprite* s15 = CCSprite::spriteWithTexture(m_cache[14]);
	CCSprite* s16 = CCSprite::spriteWithTexture(m_cache[15]);
	CCSprite* s17 = CCSprite::spriteWithTexture(m_cache[16]);
	CCSprite* s18 = CCSprite::spriteWithTexture(m_cache[17]);
	CCSprite* s19 = CCSprite::spriteWithTexture(m_cache[18]);
	CCSprite* s20 = CCSprite::spriteWithTexture(m_cache[19]);


	s1->setPosition(ccp(50, 50));
	s2->setPosition(ccp(60, 50));
	s3->setPosition(ccp(70, 50));
	s4->setPosition(ccp(80, 50));
	s5->setPosition(ccp(90, 50));
	s6->setPosition(ccp(100, 50));
	s7->setPosition(ccp(110, 50));
	s8->setPosition(ccp(120, 50));
	s9->setPosition(ccp(130, 50));
	s10->setPosition(ccp(140, 50));
	s11->setPosition(ccp(150, 50));
	s12->setPosition(ccp(160, 50));
	s13->setPosition(ccp(170, 50));
	s14->setPosition(ccp(180, 50));
	s15->setPosition(ccp(190, 50));
	s16->setPosition(ccp(200, 50));
	s17->setPosition(ccp(210, 50));
	s18->setPosition(ccp(220, 50));
	s19->setPosition(ccp(230, 50));
	s20->setPosition(ccp(240, 50));


	addChild(s1);
	addChild(s2);
	addChild(s3);
	addChild(s4);
	addChild(s5);
	addChild(s6);
	addChild(s7);
	addChild(s8);
	addChild(s9);
	addChild(s10);
	addChild(s11);
	addChild(s12);
	addChild(s13);
	addChild(s14);
	addChild(s15);
	addChild(s16);
	addChild(s17);
	addChild(s18);
	addChild(s19);
	addChild(s20);

}


 

SpriteLayer::SpriteLayer()
{
	


	CCSprite* s1 = CCSprite::spriteWithFile("Images/player1.png");
	CCSprite* s2 = CCSprite::spriteWithFile("Images/player2.png");
	CCSprite* s3 = CCSprite::spriteWithFile("Images/player3.png");
	CCSprite* s4 = CCSprite::spriteWithFile("Images/player4.png");
	CCSprite* s5 = CCSprite::spriteWithFile("Images/player5.png");
	CCSprite* s6 = CCSprite::spriteWithFile("Images/player6.png");
	CCSprite* s7 = CCSprite::spriteWithFile("Images/player7.png");
	CCSprite* s8 = CCSprite::spriteWithFile("Images/player8.png");
	CCSprite* s9 =CCSprite::spriteWithFile("Images/player9.png");
	CCSprite* s10 = CCSprite::spriteWithFile("Images/player10.png");
	CCSprite* s11 = CCSprite::spriteWithFile("Images/player11.png");
	CCSprite* s12 = CCSprite::spriteWithFile("Images/player12.png");
	CCSprite* s13 = CCSprite::spriteWithFile("Images/player13.png");
	CCSprite* s14 = CCSprite::spriteWithFile("Images/player14.png");
	CCSprite* s15 = CCSprite::spriteWithFile("Images/player15.png");
	CCSprite* s16 = CCSprite::spriteWithFile("Images/player16.png");
	CCSprite* s17 = CCSprite::spriteWithFile("Images/player17.png");
	CCSprite* s18 = CCSprite::spriteWithFile("Images/player18.png");
	CCSprite* s19 = CCSprite::spriteWithFile("Images/player19.png");
	CCSprite* s20 = CCSprite::spriteWithFile("Images/player20.png");


	s1->setPosition(ccp(50, 50));
	s2->setPosition(ccp(60, 50));
	s3->setPosition(ccp(70, 50));
	s4->setPosition(ccp(80, 50));
	s5->setPosition(ccp(90, 50));
	s6->setPosition(ccp(100, 50));
	s7->setPosition(ccp(110, 50));
	s8->setPosition(ccp(120, 50));
	s9->setPosition(ccp(130, 50));
	s10->setPosition(ccp(140, 50));
	s11->setPosition(ccp(150, 50));
	s12->setPosition(ccp(160, 50));
	s13->setPosition(ccp(170, 50));
	s14->setPosition(ccp(180, 50));
	s15->setPosition(ccp(190, 50));
	s16->setPosition(ccp(200, 50));
	s17->setPosition(ccp(210, 50));
	s18->setPosition(ccp(220, 50));
	s19->setPosition(ccp(230, 50));
	s20->setPosition(ccp(240, 50));


	addChild(s1);
	addChild(s2);
	addChild(s3);
	addChild(s4);
	addChild(s5);
	addChild(s6);
	addChild(s7);
	addChild(s8);
	addChild(s9);
	addChild(s10);
	addChild(s11);
	addChild(s12);
	addChild(s13);
	addChild(s14);
	addChild(s15);
	addChild(s16);
	addChild(s17);
	addChild(s18);
	addChild(s19);
	addChild(s20);

}


并对HelloWorld::scene函数进行修改:

CCScene* HelloWorld::scene()
{
    CCScene * scene = NULL;
    do 
    {
        // 'scene' is an autorelease object
        scene = CCScene::node();
        CC_BREAK_IF(! scene);

        
		TextureCache* layer = new TextureCache();
		//SpriteLayer* layer = new SpriteLayer();
        CC_BREAK_IF(! layer);

        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);

    // return the scene
    return scene;
}


step4:编译运行程序,由于这里使用的图片不是非常多,如果想要看到明显的效果,可以尝试自己添加更多的图片

 

 

源代码下载地址:http://download.csdn.net/download/wen294299195/4525827

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