首页 > 其他 > 详细

cocos2d-x 异步加载plist,png等文件

时间:2015-04-03 01:39:57      阅读:269      评论:0      收藏:0      [点我收藏+]

1.png的异步加载

?

1
2
Director::getInstance()->getTextureCache()->addImageAsync(reloadImages[curReloadImgNum],
                 CC_CALLBACK_1(LoadingScene::imageAsyncCallback, this ));



2.plist和png一起的打包资源

废话不多,直接上方法,没有加载plist的api,我们使用如1的方法加载png,然后在回调函数中加载plist。

?

1
2
Director::getInstance()->getTextureCache()->addImageAsync(reloadPlists[curReloadPlistNum]+ "png" ,
                 CC_CALLBACK_1(LoadingScene::plistImageAsyncCallback, this ));



注意回调函数的参数,这是plist异步加载的关键,形参是png纹理。

?

1
2
3
4
5
6
void LoadingScene::plistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPlists[curReloadPlistNum].append( "plist" ), texture);
     curReloadPlistNum++;
     loading = true ;
}



3.plist和pvr.ccz一起的打包资源

类似2的方法。

?

1
2
3
4
5
6
7
8
Director::getInstance()->getTextureCache()->addImageAsync(reloadPvrPlists[curReloadPvrPlistNum] + "pvr.ccz" ,
                 CC_CALLBACK_1(LoadingScene::pvrPlistImageAsyncCallback, this ));
void LoadingScene::pvrPlistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPvrPlists[curReloadPvrPlistNum].append( "plist" ), texture);
     curReloadPvrPlistNum++;
     loading = true ;
}

4.CocosStudio导出的.ExportJson后缀的动画文件

?

1
2
3
4
5
6
7
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync(reloadExportJsons[curReloadExportJsonNum],
                 this , schedule_selector(LoadingScene::jsonAsyncCallback));
void LoadingScene::jsonAsyncCallback( float f)
{
     curReloadExportJsonNum++;
     loading = true ;
}


cocos2d-x 异步加载plist,png等文件

原文:http://my.oschina.net/u/219482/blog/395343

(0)
(0)
   
举报
评论 一句话评论(0
关于我们 - 联系我们 - 留言反馈 - 联系我们:wmxa8@hotmail.com
© 2014 bubuko.com 版权所有
打开技术之扣,分享程序人生!