Animating sprites in Cocos2d
How to avoid unnecessary release? I am running this code:
CCSpriteFrameCache * cache = [CCSpriteFrameCache sharedSpriteFrameCache];
[cache addSpriteFramesWithFile:@"boosttexture.plist"];
CCAnimation * animation = [[CCAnimation alloc] initWithName:@"boosting" delay:1/24.0f];
[animation addFrame:[cache spriteFrameByName:@"ship.png"]];
[animation addFrame:[cache spriteFrameByName:@"ship_boost_l_r.png"]];
id action = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation]];
[spaceShipSprite runAction:action];
When the animator is running (provided - its ugly), I get it in the console:
2010-04-14 13: 40: 16.311 Booster2K10Beta [521: 20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName = 4, Rect = (1.00,32.00,32.00,32.00)
2010-04-14 13: 40: 16.411 Booster2K10Beta [521: 20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName = 4, Rect = (1.00,32.00,32.00,32.00)
2010-04-14 13: 40: 16.496 Booster2K10Beta [521: 20b] cocos2d: deallocing CCSpriteFrame = 00EBA620 | TextureName = 4, Rect = (1.00,32.00,32.00,32.00)
It seems unnecessary that the same SpriteFrame gets dealloc'ed 24 times per second - how to avoid this?
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