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我在一个屏幕截图准备将覆盖到的cocos2d层...cocos2d的问题 - 层没有更新速度不够快,
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCScene* currentScene = [[CCDirector sharedDirector] runningScene];
GameLayer* topLayer = (GameLayer *)[currentScene.children objectAtIndex:0];
CCSprite *middleBackground = [CCSprite spriteWithFile:@"mid_bg.png"];
middleBackground.position = ccp(winSize.width * 0.5,winSize.height * 0.55);
[topLayer addChild:middleBackground z:3 tag:111];
CCSprite *bottomBackground = [CCSprite spriteWithFile:@"bot_bg.png"];
bottomBackground.position = ccp(winSize.width * 0.5,winSize.height * 0.1);
[topLayer addChild:bottomBackground z:3 tag:112];
CCSprite *topBackground = [CCSprite spriteWithFile:@"top_bg.png"];
topBackground.position = ccp(winSize.width * 0.5,winSize.height * 0.94);
[topLayer addChild:topBackground z:3 tag:113];
[[UIApplication sharedApplication] setStatusBarHidden:YES];
CCSprite *topBackground2 = [CCSprite spriteWithFile:@"statusCover2.png"];
topBackground2.position = ccp(winSize.width * 0.5,winSize.height * 0.992);
[topLayer addChild:topBackground2 z:3 tag:114];
[[topLayer popoverController] dismissPopoverAnimated:YES];
然后
[UIImage imageWithCGImage:UIGetScreenImage()];
但是后来没有采取覆盖考虑到。它是在添加叠加之前拍摄图层的屏幕截图。
有无论如何我可以告诉cocos2d场景/图层现在更新帧?
太棒了,每个设备上的间隔时间是否一致? – Carl 2010-07-23 21:30:13
是的,它会一致的,但在现实生活中时间分辨率不是很高(是的,你可以指定一个浮点数,但不要依赖它在iOS上高度精确)。 – 2010-11-04 15:12:18