不推荐使用CCSpriteBatchNode Cocos2d 3.1

时间:2014-08-25 00:13:21

标签: cocos2d-iphone

我在cocos2d 3.1中的cocos2d 3.0教程后遇到问题...编译完成时显示警告“CCSpriteBatchNode已弃用”,我现在如何使用plist?或者现在在cocos2d 3.1中没有使用?你能写一个例子,会非常有帮助:)

@implementation GameScene
{
    CCSpriteBatchNode *_batchNode; // WARNING 1 HERE
    Hunter *_hunter;
    Bird *_bird;
}

-(void)addBackground
{
    //1
    CGSize viewSize = [CCDirector sharedDirector].viewSize;
    //2
    CCSprite *background = [CCSprite spriteWithImageNamed:@"game_scene_bg.png"];
    //3
    background.position = ccp(viewSize.width  * 0.5f, viewSize.height * 0.5f);
    //4
    [self addChild:background];
}

-(void)createBatchNode {
    //1
    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"Cocohunt.plist"];
    //2
    _batchNode = [CCSpriteBatchNode batchNodeWithFile:@"Cocohunt.png"];  // WARNING 2 HERE
    //3
    [self addChild:_batchNode z:1];

}

1 个答案:

答案 0 :(得分:0)

在3.1版中,重新制作cocos2d渲染器以自动批量绘制精灵。因此不再需要CCSpriteBatchNode,只需使用CCNode。

@implementation GameScene
{
    CCNode *_batchNode; // WARNING 1 HERE
    Hunter *_hunter;
    Bird *_bird;
}