public StressTest2() { CCSize s = CCDirector.sharedDirector().getWinSize(); CCLayer sublayer = CCLayer.node(); CCSprite sp1 = CCSprite.spriteWithFile(TestResource.s_pPathSister1); sp1.position = (new CCPoint(80, s.height / 2)); CCActionInterval move = CCMoveBy.actionWithDuration(3, new CCPoint(350, 0)); CCActionInterval move_ease_inout3 = CCEaseInOut.actionWithAction((CCActionInterval)(move.copy()), 2.0f); CCActionInterval move_ease_inout_back3 = (CCActionInterval)move_ease_inout3.reverse(); CCFiniteTimeAction seq3 = CCSequence.actions(move_ease_inout3, move_ease_inout_back3); sp1.runAction(CCRepeatForever.actionWithAction((CCActionInterval)seq3)); sublayer.addChild(sp1, 1); CCParticleFire fire = CCParticleFire.node(); fire.Texture = (CCTextureCache.sharedTextureCache().addImage("Images/fire")); fire.position = (new CCPoint(80, s.height / 2 - 50)); CCActionInterval copy_seq3 = (CCActionInterval)(seq3.copy()); fire.runAction(CCRepeatForever.actionWithAction(copy_seq3)); sublayer.addChild(fire, 2); schedule((shouldNotLeak), 6.0f); addChild(sublayer, 0, CocosNodeTestStaticLibrary.kTagSprite1); }
public SchedulerTest1() { CCLayer layer = CCLayer.node(); //UXLOG("retain count after init is %d", layer->retainCount()); // 1 addChild(layer, 0); //UXLOG("retain count after addChild is %d", layer->retainCount()); // 2 layer.schedule((doSomething)); //UXLOG("retain count after schedule is %d", layer->retainCount()); // 3 : (object-c viersion), but win32 version is still 2, because CCTimer class don't save target. layer.unschedule((doSomething)); //UXLOG("retain count after unschedule is %d", layer->retainCount()); // STILL 3! (win32 is '2') }