• Cocos2dx 3.1.1 学习笔记整理(3):逐帧动画


    以下代码是在cocos中使用,plist+png 还有SpriteBatchNode播放动画的代码,备份一下,以防git被墙:

    bool GameMain::init()
    {
        if( !Layer::init())
            return false;
        Size visibleSize = CCDirector::sharedDirector()->getVisibleSize();
        bg = Sprite::create("battle.png");
        bg->setPosition(visibleSize.width/2, visibleSize.height/2);
        addChild(bg);
    
        auto batchNode = SpriteBatchNode::create("huangfeihu.png",100);
        SpriteFrameCache::getInstance()->addSpriteFramesWithFile("huangfeihu.plist");
        
        Vector<SpriteFrame*> hfhFrames(24);
        char str[18] = {0};
        for( int i = 0; i < 24; i++ )
        {
            sprintf(str, "huangfeihu%d.png",i);
            auto frame = SpriteFrameCache::getInstance()->spriteFrameByName(str);
            if( frame != NULL )
                hfhFrames.pushBack(frame);
        }
    
        for( int j = 0; j < 1000; j++ )
        {
            auto hfh = Sprite::createWithSpriteFrameName("huangfeihu0.png");
            auto anim = Animation::createWithSpriteFrames( hfhFrames,0.05f );
            hfh->runAction(RepeatForever::create( Animate::create(anim)));
            hfh->setPosition(visibleSize.width*rand()/RAND_MAX, visibleSize.height*rand()/RAND_MAX);
            batchNode->addChild(hfh);
            
        }
        this->addChild(batchNode);
        return true;
    }

    结果如下:

     2014-6-26补:

    刚才在cocos2dx官网看了下cocos2dx-3.x的版本更新内容。发现以下:

    New Renderer

    Features of the new renderer:

    • It has been decoupled from the Scene Graph. The draw() method, instead of "drawing" it sends a RenderCommand to theRenderer, and Renderer is responsible for drawing the queued RenderCommand commands.
    • QuadCommands (used by Sprite and ParticleSystem objects) will be automatically batched.
    • CustomCommand objects allow the user to use custom OpenGL code, using a API similar to v2.2
    • GroupCommand objects allow to have "stacks" in the Renderer with different OpenGL values.
    • Auto-culling for Sprite objects (although, technically, Auto-culling is not performed in Renderer code, but in the Sprite code)
    • Global Z ordering (local Z ordering is still supported)

    Renderer features

    Auto-batching

    Auto-batching means that the Renderer will package "multiple draw calls" in just one "big draw call" (AKA batch). In order to group "draw calls" certain conditions are needed:

    • It only works with QuadCommand commands (used by Sprite and ParticleSystem objects)
    • The QuadCommands must share the same Material ID: same Texture ID, same GLProgram and same blending function
    • The QuadCommands must consecutive

    If those conditions are met, the Renderer will create create a batch (one draw call) with all those QuadCommand objects.

    In case you are unfamiliar with the OpenGL best practices, batching is very important to have decent speed in your games. The less batches (draw calls) the more performance your game is going to be.

    Sprite vs. SpriteBatchNode

    To summarize:

    • Keep putting all your sprites in a big spritesheet
    • Use the same Blending Function (just use the default one)
    • Use the same Shader (just use the default one)
    • And don't parent your sprites to a SpriteBatchNode

    大意是在cocos2dx 3.x中尽量避免使用SpriteNodeBatch,

    尽量将Sprite的素材放到一个SpriteSheet中,

    因为Sprite是使用QuadBatchCommand去渲染的,

    而QuadBatchCommand默认是batch(批处理的)的。

    原文参考:

    https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md

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  • 原文地址:https://www.cnblogs.com/adoontheway/p/3804090.html
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