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How to understand the CCSpriteBatchNode of Cocos2d-x in iOS development

2025-04-18 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >

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How to understand Cocos2d-x CCSpriteBatchNode in iOS development, I believe many inexperienced people are helpless about this, for this reason this article summarizes the causes and solutions of the problem, through this article I hope you can solve this problem.

What we're going to learn today is how Cocos2d-x uses CCSpriteBatchNode to improve rendering efficiency.

Then, without further ado, he went directly to the introduction interface. The related content of cocos2d-x that he had introduced to everyone earlier had already appeared in the lower left corner. The FPS became three lines, and there were two more lines of data.

The top line refers to the rendering batch of the current scene, which can also be understood as how many maps need to be rendered (the middle line is the time required to render each frame, and the bottom line is the familiar FPS).

CCSpriteBatchNode:

1. First of all, we should talk about the next rendering batch (more important optimization index): refers to a rendering of the disabled. This means that the fewer renderings, the more efficient the game will be.

CCSpriteBatchNode is a class created by cocos2d-x to manage sprites in order to reduce rendering batches.

Here's an example:

1. Use CCSprite to create 1000 Icon.png into the scene, so that the rendering batch is 1000, regardless of other sprites here.

As you can see from the image above, create 1000 icons into the scene, so that the FPS is 22 and the render batch is 1000.

2. Use CCSprite Batch Node to render in batches, and draw all CCSprite in one rendering. Dramatically reduces rendering batches.

Here's an example:

1. CCSprite creates 1000 Icon.png into the scene, but here CCSprite BatchNode is used for batch rendering. So what does the FPS look like?

Then look at the following diagram, which is the output result:

It can be seen that 1000 icons have been created into the scene, which has an FPS of 39.9 and a render batch of 1.

Then everyone must pay attention to the following points:

1. CCSpriteBatchNode::create(constchar*fileImage);//Create with map, default number of child nodes is 29. CCSpriteBatchNode*batchNode=CCSpriteBatchNode::create(constchar*fileImage, unsigned intcapacity);//Create with map and specify number of child nodes.

2. When CCSpriteBatchNode is used, the map used must be the same image, and the sprite depth cannot be specified. All sprites must be on the same render layer.

3, but in the project can not always be on a map, so you can combine several maps into a large image. Then create a CCSpriteBatchNode using the synthesized large map. When you finally create CCSprite, you can set the map area again.

After reading the above, do you know how to understand CCSpriteBatchNode in Cocos2d-x in iOS development? If you still want to learn more skills or want to know more related content, welcome to pay attention to the industry information channel, thank you for reading!

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