以下只是一个最原始的方法,从执行效率的角度出发,如果一个场景里面同时包含了100个使用相同动画的sprit,
每个 动画sprite都由下面的方法生成的话,有些代码:
1.缓冲sprite帧和纹理;
2.创建一个精灵节点;
3.收集帧列表;
这些个只需要执行一次的操作便被重复执行了 100次,浪费cpu,浪费电池电量。。
所以说,还是存在相当大的优化空间。。。
- (CCSprite*) genAnimSprite:(CGPoint)position
animName:(NSString*)animName
startIndex:(int)startIndex
endIndex:(int)endIndex
repeatForever:(BOOL)repeatForever
delay:(float)delay
{
// 1.缓冲sprite帧和纹理
NSString *spriteFrameCacheName = [NSStringstringWithFormat:@"%@.plist", animName];
[[CCSpriteFrameCachesharedSpriteFrameCache]
addSpriteFramesWithFile:spriteFrameCacheName];
// 2.创建一个精灵批处理结点
NSString *spriteSheetName = [NSString
stringWithFormat:@"%@.png", animName];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNodebatchNodeWithFile:spriteSheetName];
[_single.gameLayeraddChild:spriteSheet];
// 3.收集帧列表
NSMutableArray *animFrames = [NSMutableArrayarray];
for(int i = startIndex; i < endIndex+1; ++i) {
CCSpriteFrameCache *frameCache = [CCSpriteFrameCachesharedSpriteFrameCache];
NSString *frameName = [NSString
stringWithFormat:@"%@%d.png", animName, i];
CCSpriteFrame *spriteFrame = [frameCache spriteFrameByName: frameName];
[animFrames
addObject: spriteFrame];
}
// 4.创建动画对象
CCAnimation *animation = [CCAnimation
animationWithFrames:animFrames delay:delay];
id action = [CCAnimateactionWithAnimation:animation
restoreOriginalFrame:NO];
id animSequence = nil;
if(repeatForever == YES) {
id repeatAction = [CCRepeatForever
actionWithAction:action];
animSequence = [CCSequenceactions:repeatAction,
nil];
}
else {
id callFunc = [CCCallFuncN
actionWithTarget:self
selector:@selector(removeSprite:)];
animSequence = [CCSequenceactions:action, callFunc,
nil];
}
// 5.创建 sprite
并且让它 run
动画 action~
NSString *str = [NSString
stringWithFormat:@"%@%d.png", animName, startIndex];
CCSprite *animSprite = [CCSprite
spriteWithSpriteFrameName:str];
CGSize size = [self
getAnimSpriteSize:animName start:startIndex];
if(!_isIpad) {
[animSprite
setContentSize:size]; //只有这种方法才是有效的~
}
else {
CGSize ipadSize = CGSizeMake(2*size.width,2*size.height);
[animSprite
setContentSize:ipadSize];
}
[_single.gameLayeraddChild:animSprite];
[animSprite
setPosition:position];
[animSprite
runAction:animSequence];
return animSprite;
}
/**
待气球爆炸动作执行完毕之后,将 animSprite 从 gameLayer中移除~ */
- (void) removeSprite:(id)sender {
// NSLog(@"回调函数被调用~");
CCSprite *animSprite = (CCSprite*)sender;
[_single.gameLayerremoveChild:animSprite
cleanup:YES];
}