以下代码是在cocos中使用,plist+png 还有SpriteBatchNode播放动画的代码,备份一下,以防git被墙:
bool GameMain::init() { if( !Layer::init()) return false; Size visibleSize = CCDirector::sharedDirector()->getVisibleSize(); bg = Sprite::create("battle.png"); bg->setPosition(visibleSize.width/2, visibleSize.height/2); addChild(bg); auto batchNode = SpriteBatchNode::create("huangfeihu.png",100); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("huangfeihu.plist"); Vector<SpriteFrame*> hfhFrames(24); char str[18] = {0}; for( int i = 0; i < 24; i++ ) { sprintf(str, "huangfeihu%d.png",i); auto frame = SpriteFrameCache::getInstance()->spriteFrameByName(str); if( frame != NULL ) hfhFrames.pushBack(frame); } for( int j = 0; j < 1000; j++ ) { auto hfh = Sprite::createWithSpriteFrameName("huangfeihu0.png"); auto anim = Animation::createWithSpriteFrames( hfhFrames,0.05f ); hfh->runAction(RepeatForever::create( Animate::create(anim))); hfh->setPosition(visibleSize.width*rand()/RAND_MAX, visibleSize.height*rand()/RAND_MAX); batchNode->addChild(hfh); } this->addChild(batchNode); return true; }
结果如下:

2014-6-26补:
刚才在cocos2dx官网看了下cocos2dx-3.x的版本更新内容。发现以下:
New Renderer
Features of the new renderer:
- It has been decoupled from the Scene Graph. The
draw()method, instead of "drawing" it sends aRenderCommandto theRenderer, andRendereris responsible for drawing the queuedRenderCommandcommands.QuadCommands(used bySpriteandParticleSystemobjects) will be automatically batched.CustomCommandobjects allow the user to use custom OpenGL code, using a API similar to v2.2GroupCommandobjects allow to have "stacks" in the Renderer with different OpenGL values.- Auto-culling for
Spriteobjects (although, technically, Auto-culling is not performed inRenderercode, but in theSpritecode)- Global Z ordering (local Z ordering is still supported)
Renderer features
Auto-batching
Auto-batching means that the
Rendererwill package "multiple draw calls" in just one "big draw call" (AKA batch). In order to group "draw calls" certain conditions are needed:
- It only works with
QuadCommandcommands (used by Sprite and ParticleSystem objects)- The
QuadCommandsmust share the same Material ID: same Texture ID, same GLProgram and same blending function- The
QuadCommandsmust consecutiveIf those conditions are met, the
Rendererwill create create a batch (one draw call) with all thoseQuadCommandobjects.In case you are unfamiliar with the OpenGL best practices, batching is very important to have decent speed in your games. The less batches (draw calls) the more performance your game is going to be.
Sprite vs. SpriteBatchNode
To summarize:
- Keep putting all your sprites in a big spritesheet
- Use the same Blending Function (just use the default one)
- Use the same Shader (just use the default one)
- And don't parent your sprites to a
SpriteBatchNode
大意是在cocos2dx 3.x中尽量避免使用SpriteNodeBatch,
尽量将Sprite的素材放到一个SpriteSheet中,
因为Sprite是使用QuadBatchCommand去渲染的,
而QuadBatchCommand默认是batch(批处理的)的。
原文参考:
https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md