最近看到一篇文章,讲的是TexturePacker将图片打包,在cocos2dx中使用的一个教程,因为原作者使用的是cocos2dx-2.x的版本,所以在使用作者源代码写demo的时候,会有一些报错,因为环境更改的原因,只要修改几个小地方就可以实现了,在这里做个笔记,方便以后浏览和学习。
首先贴出原作者的帖子:http://my.oschina.net/chenleijava/blog/185420#printSource
使用这部分代码会有部分的报错,原因大概就是新版本将Vector换掉了原来的CCArray。所以只要支持一下就好了,贴出我修改后的代码,基本与源代码保持不变,只贴出init()这个函数里面的变动:
bool role::init() { bool bRet = false; do { //-new-// CCSize mysize = CCDirector::sharedDirector()->getWinSize(); //把role.plist加入缓存帧 CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("role/role.plist"); //创建帧数组--数组来保存帧动画 Vector<SpriteFrame*> attackArray; Vector<SpriteFrame*> attackArray2; Vector<SpriteFrame*> runArray; Vector<SpriteFrame*> walkArray; for (int index = 1; index != 9; ++index) { //从缓存中获取精灵帧添加到数组中 CCLOG(CCString::createWithFormat("%s%d.png","Img_Zhici",index)->getCString()); SpriteFrame* s = CCSpriteFrameCache::sharedSpriteFrameCache()-> spriteFrameByName(CCString::createWithFormat("%s%d.png",index)->getCString()); attackArray.pushBack(s); } //Img_Zhn1.png for (int i = 1; i != 17; ++i) { //从缓存中获取精灵帧添加到数组中 CCLOG(CCString::createWithFormat("%s%d.png","Img_Zhn",i)->getCString()); attackArray2.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()-> spriteFrameByName(CCString::createWithFormat("%s%d.png",i)->getCString())); } //run for (int i = 1; i != 7; ++i) { CCLOG(CCString::createWithFormat("%s%d.png","Img_ZRun",i)->getCString()); runArray.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()-> spriteFrameByName(CCString::createWithFormat("%s%d.png",i)->getCString())); } //walk for (int i = 1; i != 7; ++i){ CCString::createWithFormat("%s%d.png","Img_Zwlak",i)->getCString(); walkArray.pushBack(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName( CCString::createWithFormat("%s%d.png",i)->getCString())); } //创建攻击类型1 精灵 CCSpriteFrame* a = attackArray.front(); CCSprite * sp = CCSprite::createWithSpriteFrame(a); sp->setPosition(ccp(mysize.width / 4,mysize.height / 3)); this->addChild(sp); //创建攻击类型2精灵 CCSprite * standAttack = CCSprite::createWithSpriteFrame((CCSpriteFrame*)attackArray2.front()); CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); standAttack->setPosition(ccp(visibleSize.width / 3,visibleSize.height / 3)); this->addChild(standAttack); //通过数组中的第一个精灵帧 创建奔跑精灵 CCSprite *runsprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)runArray.front()); runsprite->setPosition(ccp(visibleSize.width / 2,visibleSize.height / 3)); this->addChild(runsprite); CCSprite *walkSprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)walkArray.front()); walkSprite->setPosition(ccp(visibleSize.width / 1.5,visibleSize.height / 3)); this->addChild(walkSprite); //创建动画 CCAnimation *animation1 = CCAnimation::createWithSpriteFrames(attackArray,0.1f); CCAnimate *attack1 = CCAnimate::create(animation1); CCAnimation * standAnimation = CCAnimation::createWithSpriteFrames(attackArray2,0.1f); CCAnimate *standAnimate = CCAnimate::create(standAnimation); CCAnimation * runAnimation = CCAnimation::createWithSpriteFrames(runArray,0.1f); CCAnimate *runAnimate = CCAnimate::create(runAnimation); CCAnimation * walkAnimation = CCAnimation::createWithSpriteFrames(walkArray,0.15f); CCAnimate *walkAnimate = CCAnimate::create(walkAnimation); //CCSequence动作序列容器 CCSpawn CCSequence* pse1 = CCSequence::create(attack1,NULL); CCSequence* pse2 = CCSequence::create(standAnimate,NULL); CCSequence* pse3 = CCSequence::create(runAnimate,NULL); CCSequence* pse4 = CCSequence::create(walkAnimate,NULL); //执行动作 forerver sp->runAction(CCRepeatForever::create(pse1)); standAttack->runAction(CCRepeatForever::create(pse2)); runsprite->runAction(CCRepeatForever::create(pse3)); walkSprite->runAction(CCRepeatForever::create(pse4)); CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("role/role.plist"); bRet = true; } while (0); return bRet; }
有很多游戏公司也是用的这种方法来节省内存的使用,例如我从安卓版的《kingdom》游戏里面解出来的资源,格式非常的规范,一个png对应一个plist文件,随便找了个试试,结果不出所料,实现资源的加载。有兴趣的同学可以去试试。