刚开始做卡牌的时候没有想到要做loading,因为小游戏资源不多。
但是后来不断的加图片,直到在真机上发现卡顿的问题,我才知道该需要加loading了......
首先,我们先定义类:
class Loading : public Layer{public: bool init(); CREATE_FUNC( Loading); static Scene* CreateScene(); int total_pic_num;//需加载图片数 int total_sound_num;//需加载声音数 int all_num;//总共需要加载的数量 int load_num;//已加载数量 std::vector<std::string> pList_name;//pList名 int load_pList_num;//加载了几个pList voID load_sound(int num); voID load_pic(Object* pSender); voID load_pList(Object* pSender);};
在cpp中先初始化一些参数:
total_pic_num=BACKGROUND_NUM+CARD_HERO_NUM+CARD_EQUIP_NUM+CARD_BACK_NUM+button_ACTION_NUM+touch_ACTION_NUM+CARD_SKILL_NUM;total_sound_num=BGM_NUM+EFFECT_NUM;all_num=total_pic_num+total_sound_num;load_num=0;load_pList_num=0;//pList名pList_name.push_back("UI/button_action/button_action");pList_name.push_back("UI/touch_action/touch_act_three");pList_name.push_back("skill/atk/flame");pList_name.push_back("skill/atk/freeze");pList_name.push_back("skill/atk/lightning");pList_name.push_back("skill/atk/wind");
然后开始加载资源吧:
//-------------------------------------------------------------预加载背景音乐 CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/bgm/bgm_start.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/bgm/bgm_game.mp3"); load_sound(BGM_NUM); //-------------------------------------------------------------预加载音效 CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/button_1.mp3"); //攻击音效 CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/button_out.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/flame_shoot.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/freeze_shoot.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/lightning_shoot.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/wind_shoot.mp3"); //控制音效 CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/open_card.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/card_out.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/equip_out.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/no.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/card_dIE.mp3"); load_sound(EFFECT_NUM);//-------------------------------------------------------------背景 CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_start.jpg",CC_CALLBACK_1(Loading::load_pic,this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_help.jpg",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_about.jpg",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/help_word.jpg",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_game.jpg",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/setting_back.png",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/setting_face.png",this)); CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/Title.png",this));//-------------------------------------------------------------卡牌 //back char file_name_c[100]; for(int i=0;i<=CARD_BACK_NUM;i++) { sprintf(file_name_c,"card/back/card_need_magic_%d.jpg",i); std::string file_name(file_name_c); CCTextureCache::sharedTextureCache()->addImageAsync(file_name,this)); } //equip for(int i=0;i<=CARD_EQUIP_NUM;i++) { sprintf(file_name_c,"card/equip/card_equip_%d.jpg",this)); } //hero for(int i=0;i<=CARD_HERO_NUM;i++) { sprintf(file_name_c,"card/people/card_hero_%d.jpg",this)); }//-------------------------------------------------------------加载精灵表 for(std::string a : pList_name) { CCTextureCache::sharedTextureCache()->addImageAsync(a+".png",CC_CALLBACK_1(Loading::load_pList,this)); //load_pList_num++; }注意加载图片和精灵表的回调函数是不一样的,因为加载这两种资源需要不同的方式
以下为一个自定义函数和两个回调函数(用于动态显示加载进度和加载):
voID Loading::load_sound(int num)//这个函数可以忽略不看{ load_num+=num; int percent=((float)load_num/(float)all_num)*100; auto loading_Font = (Label*)getChildByTag(1); loading_Font->setString(String::createWithFormat("Loading......%d%%",percent)->_string);}voID Loading::load_pic(Object* pSender)//加载图片的回调函数{ load_num+=1; int percent=((float)load_num/(float)all_num)*100; this->runAction(DelayTime::create(15));//休息 auto loading_Font = (Label*)getChildByTag(1); loading_Font->setString(String::createWithFormat("Loading......%d%%",percent)->_string); if(percent>=100) { Director::getInstance()->replaceScene(Start::CreateScene());//如果加载完成跳转 }}voID Loading::load_pList(Object* pSender)//加载精灵表的回调函数{ SpriteFrameCache::getInstance()->addSpriteFramesWithfile(pList_name.at(load_pList_num)+".pList",pList_name.at(load_pList_num)+".png");//图片已经加载过貌似会直接从缓存中读取,目的是把图片和pList一起加载 load_pList_num++; this->runAction(DelayTime::create(15)); load_num+=1; int percent=((float)load_num/(float)all_num)*100; this->runAction(DelayTime::create(15)); auto loading_Font = (Label*)getChildByTag(1); loading_Font->setString(String::createWithFormat("Loading......%d%%",percent)->_string); if(percent>=100) { Director::getInstance()->replaceScene(Start::CreateScene()); } }
获取图片:
Sprite *BK=Sprite::createWithTexture(TextureCache::sharedTextureCache()->textureForKey("UI/background/background_start.jpg"));
获取精灵表:
CCSpriteFrameCache *frameCache=CCSpriteFrameCache::sharedSpriteFrameCache();frameCache->getSpriteFrameByname("UI/touch_action/touch_act_three.pList");
以上是内存溢出为你收集整理的cocos2d-x 3.3 之卡牌设计 NO.6 Loading界面(异步加载图片,plist)全部内容,希望文章能够帮你解决cocos2d-x 3.3 之卡牌设计 NO.6 Loading界面(异步加载图片,plist)所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)