![]() (Currently these links are still e-texts, but as my translation progress progresses, these will be updated accordingly.) Startįirst of all, make sure you have installed the latest version of cocos2d (at the time of writing this article, the version number is Cocos2D v0.99.5-rc1, when translating this article, it is already cocos2d-iphone-1.0. ). If you are completely new to cocos2d, you should start with the "How to make a simple iphone application" series and some other cocos2d tutorials. This tutorial is written for those who are familiar with cocos2d. I did not guarantee that I would post a blog post in return for him, but after I used this tool for a while, it did reduce a lot of memory that needs to be loaded for my application, so I fell in love with this tool. , It runs more smoothly, and it can use as little memory as possible while the game interface looks good.Ĭlarification: I got the license key from the author of Texture Packer before I posted the blog. At the same time, you will also learn how to use pixel formats and how Texture Packer can intelligently make your game load faster. This article will explain how to use Texture Packer in cocos2d game development in the form of a tutorial. It is similar to Zwoptex and can also create sprite sheets, but it also has some very convenient and amazing features. Then, there is a new tool called Texture Packer. Zwoptex is a great tool-I use it in many of my programs and it really saves me a lot of time. If you have been using cocos2d for a while, you may have used a tool called Zwoptex to help you generate sprite sheets. This big picture is called a sprite sheet. In cocos2d, in order to get the best performance of your game, you need to combine many small sprite pictures into one big picture. ![]() And the xcode version used in this article is 3.2.5, friends who use xcode4.0 may be a little bit different in implementation, I will give a solution at the end of the article. I try to follow the original meaning when translating, but it is inevitable that I will add some understanding. Introduction: This article is the first article about cocos2d that I have translated. If any dispute arises, it has nothing to do with the owner of this blog or the person who published the translation. At the same time, do not remove this statement when reprinting. Use Photoshop and other tools to make a single picture, place it in one or several directories in the Resources directory, use TexturePacker to package the picture into a pvr.ccz file, use CCSpriteBatchNode to optimize the drawing, use FrameCache to cache and read, and use spriteWithFrameName to get a single picture.ĭisclaimer (must read!): The translated manuscripts of all the tutorials provided in this blog are from the Internet and are for learning and communication purposes only. Optimus: How to use pictures efficiently in cocos2d
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