c++ - Animation using .png files cocos2dx -


i have 34 .png image files 9 different scenarios. each time user picks 1 of 9 scenarios , according generate animation using following

 std::string name;  mixingscreen::animation = ccanimation::create();  // load image file local file system ccspriteframe, add ccanimation  (int = 0; < 34; i++)  {      std::stringstream st,ii;      st << constants::flav;      if (i<10)      {          ii<<i;         name="screen/screen02/fx/sugar/0" + st.str()+"/a_0000"+ii.str()+".png";      }      else      {          ii<<i;         name="screen/screen02/fx/sugar/0" + st.str()+"/a_000"+ii.str()+".png";      }         //sprintf(szimagefilename, "images/grossini_dance_%02d.png", i);      mixingscreen::animation->addspriteframewithfilename(name.c_str());       }      mixingscreen::animation->setdelayperunit(5.0f / 34.0f);      action = ccanimate::create(mixingscreen::animation);     cccallfunc *done = cccallfunc::create(this, callfunc_selector(mixingscreen::donemixing));     ccsequence *readysequence = ccsequence::create(action,done,null);     particles->runaction(readysequence);   

the problem facing when animation runs, there time lag(everything stops few seconds) , animation starts. solution?

every time call animation->addspriteframewithfilename() new "ccspriteframe" created.

instead should first add sprite frames ccspriteframecache , use

animation->addspriteframe(ccspriteframecache::sharedspriteframecache()->spriteframewithname("")) 

ps: these function names might little different hope idea.


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