[英]cocos2d CCSprite + animation repeat?
I'm developing a game and I give the user the oportunity to fire cannons. 我正在开发一款游戏,我给用户机会射击大炮。 the fire animation is cached, but it has 25px width and the fire sometimes gets to 150px.
火焰动画被缓存,但它的宽度为25px,火焰有时会达到150px。
so, if I fire 4 cannons, with 150px width (sth like level 6) I'm currently creating on the fly 4x6 = 24 CCSprites, and running 24 animations of 10 frames each(cached frames)... the problem is that it gets really slow, the fire animations dont start/finish at the same time, the other animations in the game get slower... you get the idea... any ideas to improve this? 所以,如果我发射4个大炮,宽度为150px(类似6级),我目前正在创建4x6 = 24个CCSprites,并运行24个动画,每个10帧(缓存帧)...问题是它变得非常慢,火力动画不会同时开始/结束,游戏中的其他动画变慢......你明白了......有什么想法可以改善这个吗? thank you all!
谢谢你们!
this is the code: 这是代码:
NSMutableArray *sprites = [[NSMutableArray alloc] init];
NSMutableArray *anims = [[NSMutableArray alloc] init];
int spr = 0;
for( int i=0; i< [cannons count]; i++ ) {
CCSprite *cannon = [cannons objectAtIndex:i];
for( int j=1; j<=cannonRange; j++ ) {
[sprites addObject:[[CCSprite alloc]init]];
NSString *anim = @"cannon/fire";
if( j == cannonRange )
anim = @"cannon/fire_end";
[anims addObject:[[Animation findAnimation:anim] getAnimation]];
float x=cannon.position.x, y=cannon.position.y+25*j;
((CCSprite *)[sprites objectAtIndex:spr]).position = ccp(x,y);
[layer addChild:((CCSprite *)[sprites objectAtIndex:spr]) z:50];
spr++;
}
}
for( int k=0; k<[sprites count]; k++){
[[sprites objectAtIndex:k] runAction:[anims objectAtIndex:k]];
}
(sorry, I forgot the explanation of this [anims addObject:[[Animation findAnimation:anim] getAnimation]];) (对不起,我忘了这个的解释[anims addObject:[[Animation findAnimation:anim] getAnimation]];)
-(CCAnimate *) getAnimation {
NSMutableArray *animFrames = [[NSMutableArray alloc]init];
for(int i = 1; i < size; ++i)
[animFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[self fileName:i]]];
CCAnimation *animation = [[CCAnimation alloc] initWithFrames:animFrames delay:[self getDelay]];
CCAnimate *animate = [[CCAnimate alloc] initWithAnimation:animation restoreOriginalFrame:NO];
return animate;
}
CCAnimate actionWithDuration: animation: restoreOriginalFrame:
is deprecated, use this : CCAnimate actionWithDuration: animation: restoreOriginalFrame:
已弃用,请使用:
Create sprite : 创建精灵:
CCSprite *sprite = [CCSprite spriteWithFile:@"img.png"];
[self addChild:sprite];
Create animation : 创建动画:
CCAnimation* animation = [CCAnimation animation];
[animation addSpriteFrameWithFilename:@"frame1.png"];
[animation addSpriteFrameWithFilename:@"frame2.png"];
[animation addSpriteFrameWithFilename:@"frame3.png"];
animation.delayPerUnit = 0.3f;
animation.restoreOriginalFrame = YES;
Create action : 创建动作:
id action = [CCAnimate actionWithAnimation:animation];
Add to sprite : 添加到精灵:
ex repeat forever : 永远重复:
[sprite runAction:[CCRepeatForever actionWithAction:action]];
ex normal with reverse : 正常反向:
[sprite runAction: [CCSequence actions: action, [action reverse], nil]];
It's pretty easy to unintentionally get bad performance using/creating CCSprites in cocos2d. 在cocos2d中使用/创建CCSprites无意中会导致性能下降,这很容易。 With that in mind, I would recommend following the cocos2d programming guide on animation: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation
考虑到这一点,我建议遵循动画的cocos2d编程指南: http : //www.cocos2d-iphone.org/wiki/doku.php/prog_guide :animation
First, create your sprite 首先,创建你的精灵
CCSprite *sprite = [[CCSprite alloc] init];
Now create the animation 现在创建动画
anim = [[CCAnimation animation] retain];
[anim addFrameWithFilename:@"frame1.png"];
[anim addFrameWithFilename:@"frame2.png"];
[anim addFrameWithFilename:@"frame3.png"];
...
Now when you want to play the animation, create an animation action 现在,当您想要播放动画时,请创建动画动作
id animateAction = [CCAnimate actionWithDuration:2.0f animation:anim restoreOriginalFrame:NO];
And tell your sprite to run the animation 并告诉你的精灵运行动画
[sprite runAction:animateAction];
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