What I want to do:
I want to use sprite sheets to load all my enemies in the game. They would have to be removed once they are either destroyed by the good guy or when they go off screen. I have 6-7 enemies some of which are animations. I will be reusing them multiple times. I wan to load and unload them effectively from the memory.
What I am doing:
I first load the spritesheets:
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"Obstacles.plist"];
CCSpriteBatchNode *obstaclesspriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"Obstacles.pvr.ccz"];
[self addChild:obstaclesspriteSheet];
I have a class called BadBoys which handles the bad guys. Every time I want to create a bad guy I create an instance of the class. Inside the class I create the sprite and add it to the layer.
baddies[x] = [[BadBoys alloc] init];
//INSIDE THE CLASS
baddie = [CCSprite spriteWithSpriteFrameName:@"cannonball-hd.png"];
I remove the sprite from the layer when it gets destroyed and then release the instance of the class.
[self removeChild:[baddies[x] getBaddie] cleanup:YES]; //getBaddie returns the sprite
[baddies[x] release];
I know this is a good way to do it. What I want to know is if this is the most efficient way of doing this? I thought of another way of loading the image:
Load the image asynchronously to the CCTextureCache. Then create a sprite using the texture from the cache. Add it to a NSMutableArray which will hold all enemies that are alive Then when I dont need it anymore I can destroy it the following way:
CCTexture2D * texture = spriteName.texture;
[spriteName.parent removeChild:spriteName cleanup:YES];
[[CCTextureCache sharedTextureCache] removeTexture:texture];
[backgroundSprites removeObject:spriteName];
Is this a better method? Please share your views and suggestions. Thanks.