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我在我的 cocos2d 游戏中遇到了一个问题:在游戏的关卡层中,我有 3-5 个大精灵作为背景(每个 1920*640 ~100kb)~每个关卡 400-500kb。当我在菜单和各种游戏级别之间切换 4-5 次游戏崩溃到主 iPhone 菜单

[[CCDirector sharedDirector] replaceScene:transition];

没有这个大精灵,一切都很完美!

-(id) init
{
 ....   
    if( (self=[super init])) {
_spriteBGLevel1 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_1.png", _currentLevel]]; 
_spriteBGLevel1.anchorPoint = ccp(0, 0);
_spriteBGLevel1.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel1 z:-5];
_spriteBGLevel2 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_2.png", _currentLevel]]; 
_spriteBGLevel2.anchorPoint = ccp(0, 0);
_spriteBGLevel2.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel2 z:-5];
_spriteBGLevel3 = [CCSprite spriteWithFile: [NSString stringWithFormat:@"level_fon_%i_3.png", _currentLevel]]; 
_spriteBGLevel3.anchorPoint = ccp(0, 0);
_spriteBGLevel3.position = CGPointMake(0.0, 0.0); 
[self addChild:_spriteBGLevel3 z:-5];        

....


- (void) dealloc
{
....
    _spriteBGLevel1=nil;
    _spriteBGLevel2=nil;
    _spriteBGLevel3=nil;
    [super dealloc];
}

背景.m

#import "Background.h"
#import "GameConfig.h"
#import "XMLReader.h"
#import "CCParallaxNode-Extras.h"
#import "SettingsManager.h"


@implementation Background

@synthesize backgrounds=_backgrounds;
@synthesize backgroundNode=_backgroundNode;

+(id) scene
{
    CCScene *scene = [CCScene node];

    Background *layer = [Background node];

    [scene addChild: layer];

    return scene;
}

-(id) init
{
    if ((self = [super init]))
    {

        CGSize screenSize = [[CCDirector sharedDirector] winSize];

        int currentLevel = [[SettingsManager sharedSettingsManager] getCurrentLevel];

        _backgroundNode = [CCParallaxNode node];
        _backgroundNode.anchorPoint = CGPointMake(0, 0);
        _backgroundNode.position = CGPointMake(0, 0);
        [self addChild:_backgroundNode z:-1];

        NSData *xmlData = [NSData dataWithContentsOfFile:[[NSBundle bundleForClass:[self class]] pathForResource:@"gameScene" ofType:@"xml"]];

        NSError *error = nil;

        NSDictionary *dictionary = [XMLReader dictionaryForXMLData:xmlData error:&error];
        NSDictionary *levelsDict = [dictionary valueForKeyPath:@"levels.level"];
        NSDictionary *levelDict;

        _backgrounds = [[[NSMutableArray alloc] init] retain];

//        [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: [NSString stringWithFormat:@"level_fon_%i.plist", currentLevel]];


        for (levelDict in levelsDict)
        {

            int idLevel = [[levelDict valueForKeyPath:@"id"] intValue];
            if(idLevel==currentLevel)
            {
                NSDictionary *fonsDict = [levelDict valueForKeyPath:@"background.fon"];

                NSDictionary *fonDict;
                for (fonDict in fonsDict){

                    NSString *name=[fonDict valueForKeyPath:@"name"];
                    int zIndex=[[fonDict valueForKeyPath:@"z"] intValue];
                    float ratio=[[fonDict valueForKeyPath:@"ratio"] floatValue];
                    float offsetx=[[fonDict valueForKeyPath:@"offsetx"] floatValue];
                    float offsety=[[fonDict valueForKeyPath:@"offsety"] floatValue];
                    if(zIndex<0)
                    {    
                    //CCTexture2D* tex = [[CCTextureCache sharedTextureCache] addImage:[NSString stringWithFormat:@"%@", name]];

                    //CCSprite *fon_level_1 = [CCSprite spriteWithSpriteFrameName: [NSString stringWithFormat:@"%@", name]];
                    //CCSprite *fon_level_2 = [CCSprite spriteWithSpriteFrameName: [NSString stringWithFormat:@"%@", name]];
                    //CCSprite *fon_level_1 = [CCSprite spriteWithTexture:tex];
                    //CCSprite *fon_level_2 = [CCSprite spriteWithTexture:tex];

                    fon_level_1 = [CCSprite spriteWithFile:[NSString stringWithFormat:@"%@", name]];
                    fon_level_2 = [CCSprite spriteWithFile:[NSString stringWithFormat:@"%@", name]];

                    fon_level_1.anchorPoint = CGPointMake(0, 0);
                    fon_level_1.position = CGPointMake(0, 0);
                    fon_level_2.anchorPoint = CGPointMake(0, 0);
                    fon_level_2.position = CGPointMake(0, 0);
                    //[_backgroundNode addChild:fon_level_1 z:zIndex parallaxRatio:ccp(ratio, ratio) positionOffset:ccp(offsetx, offsety*screenSize.height)];
                    //[_backgroundNode addChild:fon_level_2 z:zIndex parallaxRatio:ccp(ratio, ratio) positionOffset:ccp(fon_level_1.contentSize.width, offsety*screenSize.height)];
                    [_backgrounds addObject:fon_level_1];
                    [_backgrounds addObject:fon_level_2];

                        fon_level_1=nil;
                        fon_level_2=nil;
                    }    
                }
                break;
            }    
        }

        NSLog(@"count: %d",_backgrounds.count);
        [self scheduleUpdate];
    }
    return self;
}
- (void)scheduleUpdate
{
    [self schedule:@selector(updateBackgroud:)];
}
-(void) updateBackgroud:(ccTime)delta
{
    CGPoint backgroundScrollVel = ccp(-1000, 0);

    _backgroundNode.position = ccpAdd(_backgroundNode.position, ccpMult(backgroundScrollVel, delta));

    for (CCSprite *background in _backgrounds) {
        if (([_backgroundNode convertToWorldSpace:background.position].x+background.contentSize.width/10) < -(background.contentSize.width)) {
            [_backgroundNode incrementOffset:ccp(background.contentSize.width*2,0) forChild:background];
        }
    }
}
- (void) dealloc
{
     _backgroundNode = nil;
    // _backgrounds = nil;
    [_backgrounds removeAllChildren]; 
    [_backgrounds release];
    [super dealloc];
}
@end
4

1 回答 1

1

好吧,这就是我的做法:

  • 尽可能接近 POT 纹理大小。1920x640 占用的内存与 2048x2048 一样多。也许你可以让你的艺术家将三个五个精灵组合在一个 2048x2848 png 上,用 plist 裁剪(比如动画)。
  • 只要有可能,“及时”加载纹理,即在它们需要可见之前。如果加载时间成为问题(在不适当的游戏环境下可察觉延迟),请将纹理转换为 .pvr 格式(更快的加载),然后再转换为 .pvr.gz(仍然更快的加载时间,更小的应用程序下载大小)。PVR 会导致一些伪影,因此在提交之前请与您的项目中的图形人员核对一下。
  • 从任何级别过渡(到某种菜单或某个过场动画)中出来,清理纹理使用的内存。这意味着如果游戏逻辑需要返回主场景,请在过渡期间及时重新加载纹理。
  • 最后,在加载这些大纹理之前更改深度设置(下面的代码片段)。设置为 RGBA444 将节省 75% 的内存需求,但是,您会受到一些图形质量的影响,尤其是对于高饱和度图像。再一次,如果您需要去那里,请让您的图形人员将图像优化到这个深度,以便他们对设备上的结果感到满意。

清理:

NSLog(@"GESprite<removeUnusedSprites> : before purging all caches");
[[CCTextureCache sharedTextureCache] dumpCachedTextureInfo];
[[CCSpriteFrameCache sharedSpriteFrameCache] removeUnusedSpriteFrames];
[[CCDirector sharedDirector] purgeCachedData];
NSLog(@"GESprite<removeUnusedSprites> : after purging all caches");
[[CCTextureCache sharedTextureCache] dumpCachedTextureInfo];

深度(在 CCSprite 派生类中,一些实用方法),您可以随时随地执行此操作:

+(void) mediumPixelFormat{
    [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA4444];
}

+(void) highPixelFormat{
    [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888];
}
于 2012-07-22T13:26:00.403 回答