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