cocos2d-x 3.3 之卡牌設計 NO.6 Loading界面(異步加載圖片,plist)

剛開始做卡牌的時候沒有想到要做loading,因爲小遊戲資源不多。

但是後來不斷的加圖片,直到在真機上發現卡頓的問題,我才知道該需要加loading了......


首先,我們先定義類:

class Loading : public Layer
{
public:
	bool init();
	CREATE_FUNC( Loading);
	static Scene* CreateScene();

	int total_pic_num;//需加載圖片數
	int total_sound_num;//需加載聲音數
	int all_num;//總共需要加載的數量
	int load_num;//已加載數量
	std::vector<std::string> plist_name;//plist名
	int load_plist_num;//加載了幾個plist

	void load_sound(int num);
	void load_pic(Object* pSender);
	void load_plist(Object* pSender);

};

在cpp中先初始化一些參數:

total_pic_num=BACKGROUND_NUM+CARD_HERO_NUM+CARD_EQUIP_NUM+CARD_BACK_NUM+BUTTON_ACTION_NUM+TOUCH_ACTION_NUM+CARD_SKILL_NUM;
total_sound_num=BGM_NUM+EFFECT_NUM;
all_num=total_pic_num+total_sound_num;
load_num=0;
load_plist_num=0;

//plist名
plist_name.push_back("UI/button_action/button_action");
plist_name.push_back("UI/touch_action/touch_act_three");
plist_name.push_back("skill/atk/flame");
plist_name.push_back("skill/atk/freeze");
plist_name.push_back("skill/atk/lightning");
plist_name.push_back("skill/atk/wind");

然後開始加載資源吧:

//-------------------------------------------------------------預加載背景音樂

	CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/bgm/bgm_start.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/bgm/bgm_game.mp3");
	load_sound(BGM_NUM);
	
//-------------------------------------------------------------預加載音效

	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/button_1.mp3");

	//攻擊音效

	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/button_out.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/flame_shoot.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/freeze_shoot.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/lightning_shoot.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/wind_shoot.mp3");

	//控制音效

	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/open_card.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/card_out.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/equip_out.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/no.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/effect/card_die.mp3");
	load_sound(EFFECT_NUM);

//-------------------------------------------------------------背景
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_start.jpg", CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_help.jpg",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_about.jpg",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/help_word.jpg",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/background_game.jpg",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/setting_back.png",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/setting_face.png",CC_CALLBACK_1(Loading::load_pic, this));
	CCTextureCache::sharedTextureCache()->addImageAsync("UI/background/title.png",CC_CALLBACK_1(Loading::load_pic, this));

//-------------------------------------------------------------卡牌
	//back
	char file_name_c[100];
	for(int i=0;i<=CARD_BACK_NUM;i++)
	{
		sprintf(file_name_c,"card/back/card_need_magic_%d.jpg",i);
		std::string	file_name(file_name_c);
		CCTextureCache::sharedTextureCache()->addImageAsync(file_name, CC_CALLBACK_1(Loading::load_pic, this));
	}
	//equip
	for(int i=0;i<=CARD_EQUIP_NUM;i++)
	{
		sprintf(file_name_c,"card/equip/card_equip_%d.jpg",i);
		std::string	file_name(file_name_c);
		CCTextureCache::sharedTextureCache()->addImageAsync(file_name, CC_CALLBACK_1(Loading::load_pic, this));
	}
	
	//hero
	for(int i=0;i<=CARD_HERO_NUM;i++)
	{
		sprintf(file_name_c,"card/people/card_hero_%d.jpg",i);
		std::string	file_name(file_name_c);
		CCTextureCache::sharedTextureCache()->addImageAsync(file_name, CC_CALLBACK_1(Loading::load_pic, this));
	}

//-------------------------------------------------------------加載精靈表
	for(std::string a : plist_name)
	{
		CCTextureCache::sharedTextureCache()->addImageAsync(a+".png", CC_CALLBACK_1(Loading::load_plist, this));
		//load_plist_num++;
	}
注意加載圖片和精靈表的回調函數是不一樣的,因爲加載這兩種資源需要不同的方式

以下爲一個自定義函數和兩個回調函數(用於動態顯示加載進度和加載):

void Loading::load_sound(int num)//這個函數可以忽略不看
{
	load_num+=num;
	int percent=((float)load_num/(float)all_num)*100;
	auto loading_font = (Label*)getChildByTag(1);
	loading_font->setString(String::createWithFormat("Loading......%d%%",percent)->_string);
}
void Loading::load_pic(Object* pSender)//加載圖片的回調函數
{
	load_num+=1;
	int percent=((float)load_num/(float)all_num)*100;
	this->runAction(DelayTime::create(15));//休息
	auto loading_font = (Label*)getChildByTag(1);
	loading_font->setString(String::createWithFormat("Loading......%d%%",percent)->_string);

	if(percent>=100)
	{
		Director::getInstance()->replaceScene(Start::CreateScene());//如果加載完成跳轉
	}

}
void Loading::load_plist(Object* pSender)//加載精靈表的回調函數
{
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile(plist_name.at(load_plist_num)+".plist",plist_name.at(load_plist_num)+".png");//圖片已經加載過貌似會直接從緩存中讀取,目的是把圖片和plist一起加載
	load_plist_num++;
	this->runAction(DelayTime::create(15));
	load_num+=1;
	int percent=((float)load_num/(float)all_num)*100;
	this->runAction(DelayTime::create(15));
	auto loading_font = (Label*)getChildByTag(1);
	loading_font->setString(String::createWithFormat("Loading......%d%%",percent)->_string);

	if(percent>=100)
	{
		Director::getInstance()->replaceScene(Start::CreateScene());
	}
	
}


如上就是異步加載的方法,現在我們需要知道如何從緩存中獲取:

獲取圖片:

Sprite *BK=Sprite::createWithTexture(TextureCache::sharedTextureCache()->textureForKey("UI/background/background_start.jpg"));  

獲取精靈表:

CCSpriteFrameCache *frameCache=CCSpriteFrameCache::sharedSpriteFrameCache();
frameCache->getSpriteFrameByName("UI/touch_action/touch_act_three.plist");


這樣就能從緩存中獲取資源了,我測試了下真的快很多


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