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CCSceneExtension support async loading plist?

Open cmzx3444 opened this issue 11 years ago • 1 comments

I found there is a methond in CCSceneExtension void addImageAsync(const char* pFile); do it support async loading plist? like files generate by TexturePacker? Thanks

cmzx3444 avatar Feb 11 '14 15:02 cmzx3444

if u have two filles "hello.png" & "hello.plist", u just need to load image file into texture container not plist file, the plist file just a parser file in use.

addImage("hello.png"); // do load image CCSpriteFrameCache::addSpriteFramesWithFile("hello.plist", "hello.png"); // will not load image again, but it will parse the plist file and it will be fast.

addImageAsync("hello.png"); // it's on async protocol onLoadResourcesCompleted() { CCSpriteFrameCache::addSpriteFramesWithFile("hello.plist", "hello.png"); // it will be fast also. }

------------------ 原始邮件 ------------------ 发件人: "lrc";[email protected]; 发送时间: 2014年2月11日(星期二) 晚上11:05 收件人: "Jason-lee-c/CocosBase"[email protected];

主题: [CocosBase] CCSceneExtension support async loading plist? (#2)

I found there is a methond in CCSceneExtension void addImageAsync(const char* pFile); do it support async loading plist? like files generate by TexturePacker? Thanks

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leecjson avatar Feb 13 '14 02:02 leecjson