http://zhan.renren.com/tag?value=cocos2dx&from=template
http://blog.csdn.net/zhanglongit/article/details/8451641
http://blog.51cto.com/tag-Cocos2d-X.html
d
http://space.itpub.net/14466241/viewspace-752027
http://www.cppblog.com/wc250en007/archive/2012/10/15/193320.html
http://blog.csdn.net/tkokof1/article/details/7426706
http://lin-jianlong.diandian.com/post/2012-11-05/40041413194
http://www.cnblogs.com/wendao/category/339047.html
http://www.it165.net/pro/html/201209/3796.html
http://blog.csdn.net/yanghuiliu/article/details/6933421
http://blog.csdn.net/hgplan/article/details/8629904
http://blog.csdn.net/kangkangz4/article/details/8597338
http://blog.csdn.net/lansong4/article/details/8888278
windows下通过TexturePacker将单个的sprite放入
导出 niao.png 和 niao.plist
View Code
将niao.png和niao.plist放入visual studio的 Resources目录下。
1 CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("niao.plist");
2
3 eagle_sprite_->initWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("xiangsique_feixiang_001.png"));
在plist中只需要管sprite的<key>xiangsique_feixiang_001.png</key>
使用合成的png加plist的好处:目前使用的比较少没啥感觉,现在看来最明显的好处就是不让png文件很多很杂乱; 这个待补充。
好处:
1.Reduced OpenGL ES bind calls-the more images contained the textrue atlas, the greater the reduction.
2.Reduced memory footprint for the images stored as textrue in memory.
3.Easy method to trim and save on transparent apace in your images,allowing for more images/texture in the same apace.
4.Zwoptex and TexturePacker are fully supported by cocos2d, so creating and using texture atlases is painless.