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che()->addImageAsync("youlost.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("youwin.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("cat.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catBody1.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catBody2-4.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catBody3.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catHand1.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catHand2.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
CCTextureCache::sharedTextureCache()->addImageAsync("catTail.png", this, callfuncO_selector(LoadingScene::loadedCallBack));
}
void LoadingScene::loadedCallBack()
{
haveLoadedNum++;
this->runAction(CCDelayTime::create(15));
char tmp[10];
sprintf(tmp, "%%%d",(int)((float)haveLoadedNum/totalNum*100));
ttf->setString(tmp); //更改加载进度
if (haveLoadedNum==9)
{
this->removeChild(ttf, true); //加载完成后,移除加载进度显示
CCScene *newscne=HelloWorld::scene();
CCDirector::sharedDirector()->replaceScene(newscne); //场景切换
}
}
这样,在HelloWorld中,就可以通过
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSprite *sp=CCSprite::createWithTexture(CCTextureCache::sharedTextureCache()->textureForKey("youlost.png"));
addChild(sp,1);
}
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSprite *sp=CCSprite::createWithTexture(CCTextureCache::sharedTextureCache()->textureForKey("youlost.png"));
addChild(sp,1);
}来获得预加载的图片,从而缓解游戏初步加载时的卡现象。
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