My app is designed to use Cocos2D in the “main game screen” but the rest of the screens are in UIKit. While I feel that this isn’t ideal, I really don’t have time to port the rest of the screens into Cocos2D for the time being.
One of the problems I face is that I am required to load all the textures each time I enter the main game screen, and discard them once I leave Cocos2D-land (and repeat the process all over again)… or am I?
I am actually wondering if I could preload all the textures needed in a
CCTextureCache during startup, even when the EAGLView and context hasn’t yet been set up until I visit the main screen (and in doing so preserve the texture cache contents). But whenever I try this the app crashes.
Any way in which I can do this?