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            閱讀排行榜

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            (基于cocos2dx 2.2.2)
            如果很多圖片很小或常用,可以使用CCSpriteFrameCache,來避免資源被反復(fù)加載。 
            (注:對于plist,我這里使用的是一個免費(fèi)的工具,SpritePacker,http://spritepacker.kernys.net)

            如:CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("basetank.plist");
            <?xml version="1.0" encoding="UTF-8"?>
            <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
            <plist version="1.0">
            <dict>
                <key>frames</key>
                <dict>
                    <key>basetank_down.png</key>
                    <dict>
                        <key>frame</key>
                        <string>{{0,0},{26,26}}</string>
                        <key>offset</key>
                        <string>{0,0}</string>
                        <key>rotated</key>
                        <false/>
                        <key>sourceColorRect</key>
                        <string>{{3,3},{26,26}}</string>
                        <key>sourceSize</key>
                        <string>{32,32}</string>
                    </dict>
                    <key>basetank_left.png</key>
                    <dict>
                        <key>frame</key>
                        <string>{{0,27},{26,26}}</string>
                        <key>offset</key>
                        <string>{0,0}</string>
                        <key>rotated</key>
                        <false/>
                        <key>sourceColorRect</key>
                        <string>{{3,3},{26,26}}</string>
                        <key>sourceSize</key>
                        <string>{32,32}</string>
                    </dict>
                    <key>basetank_right.png</key>
                    <dict>
                        <key>frame</key>
                        <string>{{0,54},{26,26}}</string>
                        <key>offset</key>
                        <string>{0,0}</string>
                        <key>rotated</key>
                        <false/>
                        <key>sourceColorRect</key>
                        <string>{{3,3},{26,26}}</string>
                        <key>sourceSize</key>
                        <string>{32,32}</string>
                    </dict>
                    <key>basetank_up.png</key>
                    <dict>
                        <key>frame</key>
                        <string>{{0,81},{26,26}}</string>
                        <key>offset</key>
                        <string>{0,0}</string>
                        <key>rotated</key>
                        <false/>
                        <key>sourceColorRect</key>
                        <string>{{3,3},{26,26}}</string>
                        <key>sourceSize</key>
                        <string>{32,32}</string>
                    </dict>
                </dict>
                <key>metadata</key>
                <dict>
                    <key>format</key>
                    <integer>2</integer>
                    <key>realTextureFileName</key>
                    <string>basetank.png</string>
                    <key>size</key>
                    <string>{32,128}</string>
                    <key>smartupdate</key>
                    <string>{None}</string>
                    <key>textureFileName</key>
                    <string>basetank.png</string>
                </dict>
            </dict>
            </plist>
            這樣,就可以完成一組圖片資源加載。
                        CCSprite * p1Pic = CCSprite::createWithSpriteFrameName(“basetank_up.png”);
                        p1Pic->setPosition(GetPosition(pPlayerLayer, "Player1"));
                        p1Pic->setAnchorPoint(ccp(0, 0));
                        this->addChild(p1Pic);
            如需更換圖片,
            p1Pic
            ->setDisplayFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("basetank_right.png"));
            這里的作用相當(dāng)于是把tank向右轉(zhuǎn)
            posted on 2014-03-24 00:08 冬瓜 閱讀(1969) 評論(0)  編輯 收藏 引用 所屬分類: 原創(chuàng)cocos2dx
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