Cocos2d-精灵的几个常识
性能考虑
该部分是总结的cocos2d的在线文档
1)如果有每个帧有25个以下的精灵需要更新,可以直接使用精灵
[python]
class TLayer(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
cocos.layer.Layer.__init__(self)
world_width, world_height = director.get_window_size()
rand_color = [255, 0, 0]
icolor = 0
for i in range(qty_balls):
ball = Ball((world_width*random.random(),
world_height*random.random()),
color=rand_color
)
rand_color[icolor] = random.randint(50, 255)
icolor = (icolor + 1)%len(rand_color)
self.add(ball)
self.time = 0.0
self.schedule(self.update)
class TLayer(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
cocos.layer.Layer.__init__(self)
world_width, world_height = director.get_window_size()
rand_color = [255, 0, 0]
icolor = 0
for i in range(qty_balls):
ball = Ball((world_width*random.random(),
world_height*random.random()),
color=rand_color
)
rand_color[icolor] = random.randint(50, 255)
icolor = (icolor + 1)%len(rand_color)
self.add(ball)
self.time = 0.0
self.schedule(self.update)
2)如果每个帧有25-100个以下的精灵需要更新,需要先添加到BatchNode中
[python]
class TLayer(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
cocos.layer.Layer.__init__(self)
batch = cocos.batch.BatchNode()
self.add(batch) # we add a batch to the layer ...
world_width, world_height = director.get_window_size()
rand_color = [255, 0, 0]
icolor = 0
for i in range(100):
ball = Ball((world_width*random.random(),
world_height*random.random()),
color=rand_color
)
rand_color[icolor] = random.randint(50, 255)
icolor = (icolor + 1)%len(rand_color)
batch.add(ball) # see ? we add sprites to the batch, not the layer
self.batch = batch
self.time = 0.0
self.schedule(self.update)
class TLayer(cocos.layer.Layer):
is_event_handler = True
def __init__(self):
cocos.layer.Layer.__init__(self)
batch = cocos.batch.BatchNode()
self.add(batch) # we add a batch to the layer ...
world_width, world_height = director.get_window_size()
rand_color = [255, 0, 0]
icolor = 0
for i in range(100):
ball = Ball((world_width*random.random(),
world_height*random.random()),
color=rand_color
)
rand_color[icolor] = random.randint(50, 255)
icolor = (icolor + 1)%len(rand_color)
batch.add(ball) # see ? we add sprites to the batch, not the layer
self.batch = batch
&n
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