载入场景的目的是预加载资源,也就是在场景进入时,把资源加载到内存中:
// 重写onEnter方法,场景载入时,会调用此方法,此外我们还需要调一下父类的方法,这个是API说明的,照做就行。
// 方法其实功能是很简单的,就是先显示一张splash图片,然后异步加载图片资源,这个addImageAsync方法是引擎内部提供的API,可异步加载,这样就不会阻塞主线程了。
void LoadingScene::onEnter() {
Layer::onEnter();
// Add the splash screen image
auto background = Sprite::create("splash.png");
auto size = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
background->setPosition(origin.x + size.width / 2,origin.y + size.height / 2);
this->addChild(background);
// Start to load texture async
auto texture = Director::getInstance()->getTextureCache();
texture->addImageAsync("atlas.png",CC_CALLBACK_1(LoadingScene::onLoadFinishedCallback,this));
}
加载完成后,就是加载音频文件,这里是同步加载的,如果资源很多的话,会卡的。加载完成后,就进入到WelcomeScene了。
void LoadingScene::onLoadFinishedCallback(cocos2d::Texture2D *texture) {
// Load the atlas
AtlasLoader::getInstance()->loadAtlas("atlas.txt",texture);
// Preload effect music.
// Here is not the best way to load all music files,
// in real projects,you should find a better way to do.
CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sfx_die.ogg");
CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sfx_hit.ogg");
CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sfx_point.ogg");
CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sfx_swooshing.ogg");
CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sfx_wing.ogg");
// Now the task of the loading scene has finished,
// auto enter into the welcome scene
auto scene = TransitionFade::create(1.0f,WelcomeScene::createScene());
Director::getInstance()->replaceScene(scene);
}
下一步:说说欢迎场景