I have 34 .png image files for 9 different scenarios. Each time the user picks 1 of those 9 scenarios and according to that I generate animation using the following
std::string name;
MixingScreen::animation = CCAnimation::create();
// load image file from local file system to CCSpriteFrame, then add into CCAnimation
for (int i = 0; i < 34; i++)
{
std::stringstream st,ii;
st << Constants::flav;
if (i<10)
{
ii<<i;
name="screen/screen02/fx/sugar/0" + st.str()+"/a_0000"+ii.str()+".png";
}
else
{
ii<<i;
name="screen/screen02/fx/sugar/0" + st.str()+"/a_000"+ii.str()+".png";
}
//sprintf(szImageFileName, "Images/grossini_dance_%02d.png", i);
MixingScreen::animation->addSpriteFrameWithFileName(name.c_str());
}
MixingScreen::animation->setDelayPerUnit(5.0f / 34.0f);
action = CCAnimate::create(MixingScreen::animation);
CCCallFunc *done = CCCallFunc::create(this, callfunc_selector(MixingScreen::doneMixing));
CCSequence *readySequence = CCSequence::create(action,done,NULL);
particles->runAction(readySequence);
The problem I am facing is that when this animation runs, there is a time lag(everything stops for few seconds) and then the animation starts. Any solution?
Every time you call animation->addSpriteFrameWithFileName() a new "CCSpriteFrame" is created.
Instead you should first add the sprite frames to CCSpriteFrameCache and use
animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameWithName(""))
Ps: these function names might be a little different but i hope you get the idea.