用按钮更改精灵 - Cocos2d

时间:2011-05-04 00:03:25

标签: iphone cocos2d-iphone

我有2个按钮(左和右)和一个包含所有55个图像的精灵表。我想知道,使用按钮来浏览每个精灵的最佳方法是什么?

E.G。 按左按钮,添加第一个精灵。按右键,删除第一个精灵,添加第二个精灵。等等,直到它到达最后一张图像。

这是精灵表

#import "cocos2d.h"


@interface GameScene : CCLayer {

CCSpriteBatchNode *pspriteSheet

}

+(CCScene *) scene;

@property (nonatomic, retain) CCSprite *p;

@end
----------------------------------------------------
#import "GameScene.h"


@implementation GameScene

@synthesize p = _p;


+(CCScene *) scene
{
    CCScene *scene = [CCScene node];
    GameScene *layer = [GameScene node];

    [scene addChild: layer];
    return scene;
}

-(id) init
{
    if ((self = [super init]))
    {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
         @"PAnim.plist"];

        pspriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"PAnim.pvr.ccz"];

        [self addChild:pspriteSheet z:0];
}
    return self;
}

- (void) dealloc
{
    CCLOG(@"%@: %@", NSStringFromSelector(_cmd), self);

    _p = nil;

    [CCSpriteFrameCache purgeSharedSpriteFrameCache];
    [CCTextureCache purgeSharedTextureCache];

    [super dealloc];
}

我应该继续添加并删除它们吗?

E.G。

-(void)buttons:(CGPoint)touchLocation
{
    if (CGRectContainsPoint(leftB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
        if (count == 1)
        {
            _p = [CCSprite spriteWithSpriteFrameName:@"p1.png"];
            [pspriteSheet addChild:_p];
            count = 2;
            _p.position = ccp(240, 215);
        }
if (CGRectContainsPoint(rightB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
        if (count == 2)
        {
            [pspriteSheet removeChild:_p cleanup:YES];

            _p = [CCSprite spriteWithSpriteFrameName:@"p2.png"];
            _p.position = ccp(240, 215);
            [pspriteSheet addChild:_p];

            count = 3;
        }
}

这里是“按钮”方法的名称

    - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{ 
    CGPoint touchLocation = [self convertTouchToNodeSpace:touch];

    [self buttons:touchLocation];

    return TRUE;
}

1 个答案:

答案 0 :(得分:0)

由于它使用spriteframe,您可以使用setDisplay frame:

CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"spr1.png"];
[mySprite setDisplayFrame:frame];

这样可以节省内存,而不是总是添加和删除..