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#如何创建精灵(Sprites)

精灵(Sprites)是任何游戏的一个核心元素。我们需要他们。在游戏中我们经常喜欢用它来自作和播放角色。

这里有许多方法可以创建精灵(Sprites)的API

cocos2d::Sprite* _mySprite = cocos2d::Sprite::create(); // empty sprite with no texture
cocos2d::Sprite* _mySprite = cocos2d::Sprite::create("mysprite.png");

当你有很多的精灵,你需要跟踪它们会发生什么?为此我们需要使用一个数据结构。什么是我们的选择?Array APIVector API?如果您的需求是简单,C++ STL也有arrayvector容器。

std::vector<Sprite*> _vMySprites;
_vMySprites.reserve(5); // this may or may not make sense for your usage

for (int i=0;i < _vMySprites.capacity(); i++)
{
    cocos2d::Sprite* foo = cocos2d::Sprite::create("mysprite.png");

    int random = rand() % 5;

    foo->setPosition(cocos2d::Point((60 * random), (50 * random)));
    foo->setTag(i);

    _vMySprites.push_back(foo); // add our sprite to vector for storage.

    addChild(foo, 1);
}