直接让函数return 一个空值,return出去,离开函数
释放图片的时候使用release,释放精灵的时候使用remove
eg:
image释放
UIImage *image =[[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"bg_game_on" ofType:@"png"]];
CCTexture2D *_texture = [[CCTexture2D alloc] initWithImage:image];
[(CCSprite*)[self getChildByTag:_TAG_GAMEBG] setTexture:_texture];
[image release];
[_texture release];
精灵释放:
加载:
CCSprite *mobile_bf = (CCSprite*)[self getChildByTag:_tag_SBF];
if (!mobile_bf) {
MobileNode *mobile_bf=[MobileNode MobileNodeRole:_mobilenum[3] type:3];
[self addChild:mobile_bf z:4 tag:_tag_SBF];
}
释放:
[self removeChildByTag:_tag_SBF cleanup:YES];
CCSprite *sp=(CCSprite*)[self getChildByTag:_tag_SBF];
设置tag值
eg:
id action=[[GameLogic ShareGameLogic] Get_animate:42];
[action setTag:_tag_action];
[[CCActionManager sharedManager] numberOfRunningActionsInTarget:[self getChildByTag:_tag_move]]得到的可能是int型或者Bool型
[[CCActionManager sharedManager] numberOfRunningActionsInTarget:[self getChildByTag:_tag_move]]>0得到BOOL值,当为yes时,则有程序在运行,否则没有在运行
eg:BOOL _istouchmoveing = [[CCActionManager sharedManager] numberOfRunningActionsInTarget:[self getChildByTag:_tag_move]]>0 ;
if (!_istouchmoveing) {
MoveNode *move = [MoveNode MoveNodeRole:0];
move.delegate = self;
[self addChild:move z:4 tag:_tag_move ];
}