对于纹理的合理使用,可以降低IO的消耗,因此通过这节课后,以后加载精灵,最好都使用TextureCache.addImage();这样下次使用时将直接返回该纹理。引用之前加载的纹理可以减少GPU CPU 的内存消耗。顺便复习了一下上周学习的内容单点触摸和动作。附上API链接供参考:http://api.cocos.com/cn/de/d33/classcocos2d_1_1_texture_cache.html#details

代码如下:

var HelloWorldLayer = cc.Layer.extend({

    sprite:null,

    ctor:function () {

        this._super();

        var size = cc.winSize;

        var bg_texture = cc.textureCache.addImage("res/bg.jpg");

        var hero1_texture = cc.textureCache.addImage("res/h2.png");

        var bg = new cc.Sprite(bg_texture);

        this.addChild(bg,0);

        bg.setPosition(size.width/2,size.height/2);

        var hero = new cc.Sprite(hero1_texture);

        hero.setTag(100);

        this.addChild(hero,1);

        hero.setScale(0.1);

        var act1 = new cc.RotateTo(2,180);

        var act2 = new cc.FadeTo(2,1);

        var act3 = new cc.FadeIn(2);

        var act4 = new cc.RotateTo(2,360);

        hero.runAction(cc.sequence(act1,act2,act3,act4));

        hero.setPosition(200,200);

        return true;

    },

    onEnter:function(){

        this._super();

        cc.eventManager.addListener({

            event:cc.EventListener.TOUCH_ONE_BY_ONE,

            swallowTouches:true,

            onTouchBegan:this.touchbegan.bind(this),

            onTouchMoved:this.touchmoved,

            onTouchEnded:this.touchended,

        },this);

    },

    touchbegan:function(touch,event){

        var nowhero = event.getCurrentTarget().getChildByTag(100);

        var act = new cc.moveTo(2,touch.getLocationX(),touch.getLocationY());

        nowhero.runAction(act);

    }

});

 

var HelloWorldScene = cc.Scene.extend({

    onEnter:function () {

        this._super();

        var layer = new HelloWorldLayer();

        this.addChild(layer);

    }

});

最后附上作业链接:

http://www.cocoscvp.com/usercode/2016_04_22/9a5d3f6b39c64a368256ecc5b90124f54625a576/

 

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