Poc*_*chi 13 c++ cocos2d-x cocos2d-x-3.0
我有一个"舞台选择"场景和一个"游戏"场景.然而,当用户按下按钮以开始游戏场景时,在按下和场景显示之间存在延迟(在旧设备上大约2秒或更多).所以我认为我应该创建一个加载场景.
所以我现在正在做的是将"加载"场景传递给一个std :: function,它在加载场景出现后0.1秒被调用.此函数具有启动"游戏"场景的代码,如下所示:
用于创建加载场景.
auto loading_scene = LoadingScene::createLoadingScene([stage_course]() {
Director::getInstance()->replaceScene(Game::createScene(stage_course->course_id));
});
Director::getInstance()->replaceScene(loading_scene);
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加载游戏场景.
void LoadingScene::onEnter()
{
Node::onEnter();
call_after(0.1, callback_start);
}
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结果是加载场景显示了一个正在运行的字符的简单动画精灵.起初我尝试在回调之前延迟1.0秒来检查精灵是否正常工作(确实如此,角色运行).但是当执行回调时(加载新场景的那个)它会停止移动并且在这样的情况下保持大约1-2秒,直到场景加载然后呈现它为止.
有没有人知道如何在场景加载时保持精灵动画,以便在显示"游戏"场景之前它永远不会停止运行?
编辑:
我正在使用cocos2d-x-3.8.
我的加载场景在其init函数中具有以下代码,用于创建用于为尖顶设置动画的动画:
// Create the sprite animation
Animation *animation = Animation::create();
for (int i = 0; i < INT16_MAX; i++)
{
string frame_sprite_name = StringUtils::format("Interface/loading/0_%d.png",i);
auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frame_sprite_name);
if (frame) {
animation->addSpriteFrame(frame);
} else {
break;
}
}
animation->setDelayPerUnit(0.15f);
Animate *animate = Animate::create(animation);
// Create a temporal sprite to run the animation
auto temp_sprite = Sprite::create();
temp_sprite->setAnchorPoint(Vec2(0.5,0.5));
temp_sprite->setPosition(Vec2(DISPLAY_WIDTH/2.0f,DISPLAY_HEIGHT/2.0f));
this->addChild(temp_sprite);
temp_sprite->runAction(RepeatForever::create(animate));
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编辑2:
我的游戏场景需要花费太多时间才能加载的原因是因为我正在加载我的舞台需要的所有精灵图像:
// Shared
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(STUDENTS_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(STUDENTS_SPRITE_MAP);
}
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(OTHERS_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(OTHERS_SPRITE_MAP);
}
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(INTERFACE_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(INTERFACE_SPRITE_MAP);
}
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(ZOMBIES_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(ZOMBIES_SPRITE_MAP);
}
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(PORTRAITS_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(PORTRAITS_SPRITE_MAP);
}
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(CUTS_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(CUTS_SPRITE_MAP);
}
// Exclusive
if (!SpriteFrameCache::getInstance()->isSpriteFramesWithFileLoaded(TEACHERS_SPRITE_MAP)) {
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(TEACHERS_SPRITE_MAP);
}
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尝试这个:
void HelloWorld::loadTextures1(){
Director::getInstance()->getTextureCache()->addImageAsync("sprites1.png", CC_CALLBACK_1(HelloWorld::loadTextures2, this));
}
void HelloWorld::loadTextures2(Texture2D* texture1){
this->texture1 = texture1;
CCLOG("Texture 1 loaded!");
Director::getInstance()->getTextureCache()->addImageAsync("sprites2.png", CC_CALLBACK_1(HelloWorld::loadTextures3, this));
}
void HelloWorld::loadTextures3(Texture2D* texture2){
this->texture2 = texture2;
CCLOG("Texture 2 loaded!");
Director::getInstance()->getTextureCache()->addImageAsync("sprites3.png", CC_CALLBACK_1(HelloWorld::allTexturesLoaded, this));
}
void HelloWorld::allTexturesLoaded(Texture2D* texture3){
this->texture3 = texture3;
CCLOG("Texture 3 loaded!");
auto cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("sprites1.plist", texture1);
cache->addSpriteFramesWithFile("sprites2.plist", texture2);
cache->addSpriteFramesWithFile("sprites3.plist", texture3);
auto scene = GameScene::createScene();
Director::getInstance()->replaceScene(TransitionShrinkGrow::create(.5, scene));
}
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它异步加载这 3 个纹理,然后同步加载带有预加载纹理的 plist 文件。最后(同步部分)有点冻结,但我认为还不错。您也可以深入研究 SpriteFrameCache 并尝试对其进行优化。