I am currently developing one cocos2d game for iPad, in that game lot of animations is there. I have previously used zwoptex for creating spritesheet and adding animations in my project.
In my game 10 Levels is there, and after each level completed one animation will play, the animation is different for each level and animation image size is same as device screen size. so i am not create spritesheet file, instead of i am loading image directly. My problem is while animation it takes too much time for animation playing.
How to i fix it? please any one guide me. is it possible to load full screensize image(1024x768) in plist, because total 10 levels each level has 20 frames for animation, so 10X20 = 200 images need to load spritesheet.
I am using this code for animation
CCAnimation *animation = [CCAnimation animation];
for(int i=1;i<=20;i++)
{
[animation addFrameWithFile:[NSString stringWithFormat:@"Level%dAni%d.png",level,i];
}
animation.delayPerUnit = 0.3f;
animation.restoreOriginalFrame = YES;
id action = [CCAnimate actionWithAnimation:animation];
My Question is it possible to load full screen animations with spritesheet? and animation loading time is differ and it takes too much time how to fix it?
Please help me..