Timeline for Problem with preloading plist file in Cocos2d-x
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Apr 26, 2016 at 14:46 | comment | added | TankorSmash | For the record war1oc, this was a helpful answer. Don't know why this dude was being rude. | |
Dec 17, 2014 at 18:11 | comment | added | war1oc | @smit-patel here is the reference link for Cocos2d-x-3.3rc which clearly states all the available methods. I myself have used this method in two games I built using v3.2. | |
Dec 15, 2014 at 7:08 | comment | added | smit patel | Your answer is not helpful at all and there is no such method "initWithSpriteFrameName" in 3.x, don't know about 2.x | |
Dec 2, 2014 at 14:12 | comment | added | war1oc | If there is a memory warning, all unused preloaded textures will be unloaded afaik. So I preload the textures in a loading scene, and then in the (lets say) GameScene again call "addSpriteFramesWithFile" so that if the textures were unloaded they get loaded again. If you take a look at the "addSpriteFramesWithFile" method implementation it checks if the .plist is currently loaded or not before doing anything. I'm not sure if this is the best way to do this though, would love to see a better way to handle resource management. | |
Dec 2, 2014 at 11:55 | comment | added | Emadpres |
You mean I need to create a spritebatch in the scene to force cocos not to unload texture ? But what if I want to preload a texture some scene earlier than where I use. I should create a spritebatch and add it to scene fakely in each scene until reaching desire scene ?
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Dec 1, 2014 at 17:08 | review | First posts | |||
Dec 1, 2014 at 19:38 | |||||
Dec 1, 2014 at 17:07 | history | answered | war1oc | CC BY-SA 3.0 |