cocos2d 总结:四 背景的循环移动

1:CCSpriteFrameCache

1): *.plist文件中读取内容设置 CCSpriteFrameCache ,该对象是一个全局对象

// Load all of the game's artwork up front.

              CCSpriteFrameCache* frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];

              [frameCache addSpriteFramesWithFile:@"game-art.plist"];

2): Now uses the image from the Texture Atlas.

//bullet.png文件名称是在*.plist文件中定义的

CCSpriteFrame* bulletFrame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"bullet.png"];

CCSpriteBatchNode* batch = [CCSpriteBatchNode batchNodeWithTexture:bulletFrame.texture];

 

CCSpriteFrameCache 直接创建CCSprite对象

for (int i = 0; i < 7; i++)

              {

                     NSString* frameName = [NSString stringWithFormat:@"bg%i.png", i];

                     CCSprite* sprite = [CCSprite spriteWithSpriteFrameName:frameName];

                     sprite.position = CGPointMake(screenSize.width / 2, screenSize.height / 2);

                     [spriteBatch addChild:sprite z:i];

              }

 

spriteWithSpriteFrameName方法的源代码为:(也是从CCSpriteFrameCache读取数据)

+(id)spriteWithSpriteFrameName:(NSString*)spriteFrameName

{

       CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:spriteFrameName];

       return [self spriteWithSpriteFrame:frame];

}

 

2ccpAdd(point1,point2);

CGPoint velocity=ccp(1,2);

self.position = ccpAdd(self.position, velocity);

point1开始按照point2的增量增加

 

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