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Cocos2d-X中实现批处理精灵

使用普通方法实现批处理精灵

在Sprite.h中加入以下的代码

#ifndef __Sprite_SCENE_H__
#define __Sprite_SCENE_H__

#include "cocos2d.h"
USING_NS_CC;

class Sprite : public CCLayer
{
public:

    //初始化层
    bool init();  

    //创建场景
    static CCScene* scene();

    //响应触摸
    bool Sprite::ccTouchBegan(CCTouch* touch, CCEvent*);
    
    //用于创建:场景、菜单、层等东西
    CREATE_FUNC(Sprite);
};

#endif // __Sprite_SCENE_H__


在Sprite.cpp中加入以下的代码

#include "Sprite.h"

USING_NS_CC;

//创建场景
CCScene* Sprite::scene()
{
    //创建场景
    CCScene *scene = CCScene::create();
    
    //创建层
    Sprite *layer = Sprite::create();

    //将层加到场景上
    scene->addChild(layer);

    //返回场景
    return scene;
}

//初始化实例句柄
bool Sprite::init()
{
    //初始化父类CCLayer
    CCLayer::init();

    //得到窗体的尺寸
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint ptCenter = ccp(winSize.width / 2, winSize.height / 2);

    //创建一个批处理结点容器
    CCSpriteBatchNode* batch = CCSpriteBatchNode::create("CloseNormal.png");

    //将精灵加到层中
    addChild(batch);

    //使用纹理创建精灵
    CCSprite* sprite = CCSprite::createWithTexture(batch->getTexture());

    //将精灵加到容器上
    batch->addChild(sprite);

    //设置精灵的位置
    sprite->setPosition(ptCenter);

    //设置触摸
    setTouchEnabled(true);
    setTouchMode(kCCTouchesOneByOne);

    return true;
}

//响应触摸
bool Sprite::ccTouchBegan(CCTouch* touch, CCEvent*)
{
     //得到窗体的尺寸
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	
    //循环100次,创建1000个精灵
    for (int i = 0; i < 1000; i++)
	{
        //创建精灵
        CCSprite* sprite = CCSprite::create("CloseNormal.png");
        
        //将精灵加入到层上
        addChild(sprite);
        
        //设置精灵的位置
        sprite->setPosition(ccp(CCRANDOM_0_1()*winSize.width, CCRANDOM_0_1()* winSize.height));
	}

	return true;
}

运行结果:

1、打开程序后的效果:启动程序后帧率为58.7

                                      


2、单击3次鼠标后的效果:单击三次鼠标后实现了批处理精灵帧率降低


使用纹理实现批处理精灵

在Sprite.h中加入以下的代码

#ifndef __Sprite_SCENE_H__
#define __Sprite_SCENE_H__

#include "cocos2d.h"
USING_NS_CC;

class Sprite : public CCLayer
{
public:

    //初始化层
    bool init();  

    //创建场景
    static CCScene* scene();

    //响应触摸
    bool Sprite::ccTouchBegan(CCTouch* touch, CCEvent*);

    CCSpriteBatchNode* _batch;
    
    //用于创建:场景、菜单、层等东西
    CREATE_FUNC(Sprite);
};

#endif // __Sprite_SCENE_H__

Sprite.cpp中的代码

#include "Sprite.h"

USING_NS_CC;

//创建场景
CCScene* Sprite::scene()
{
    //创建场景
    CCScene *scene = CCScene::create();
    
    //创建层
    Sprite *layer = Sprite::create();

    //将层加到场景上
    scene->addChild(layer);

    //返回场景
    return scene;
}

//初始化实例句柄
bool Sprite::init()
{
    //初始化父类CCLayer
    CCLayer::init();

    //得到窗体的尺寸
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint ptCenter = ccp(winSize.width / 2, winSize.height / 2);

    //批处理精灵
    CCSpriteBatchNode* batch = CCSpriteBatchNode::create("CloseNormal.png");
	addChild(batch);
	
    _batch = batch;

	CCSprite* sprite = CCSprite::createWithTexture(batch->getTexture());
	
    batch->addChild(sprite);

	sprite->setPosition(ptCenter);

	setTouchEnabled(true);
	setTouchMode(kCCTouchesOneByOne);

	return true;
}

//响应触摸
bool Sprite::ccTouchBegan(CCTouch* touch, CCEvent*)
{
   CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	
     for (int i = 0; i < 1000; i++)
	{
		CCSprite* sprite = CCSprite::createWithTexture(_batch->getTexture());
		
        _batch->addChild(sprite);
	
        sprite->setPosition(ccp(CCRANDOM_0_1()*winSize.width, CCRANDOM_0_1()* winSize.height));
	}

	return true;
}


运行结果:

1、打开程序后的效果:启动程序后帧率为58.7


2、单击多次后的效果,帧率没有明显变化


说明:CCSpriteBatchNode也是一个容器,可是它仅仅能包容CCSprite对象,并且要求这些精灵来自同一个纹理



Cocos2d-X中实现批处理精灵