在cocos2d/x中,如果每一帧都由几个module块组成,该怎么组织框架

如题:在cocos2d/x中,如果每一帧都由几个module块组成的,该怎么组织框架结,也就是j2me时代的动作编辑方式.

CCTexture2D*texture=CCTextureCache::sharedTextureCache()->addImage("dragon.png");    CCSpriteBatchNode*sheet=CCSpriteBatchNode::createWithTexture(texture, 10);    this->addChild(sheet,0,kTagSpriteSheet);    CCSize s=CCDirector::sharedDirector()->getWinSize();    flyActionArray=new CCArray;    CCArray*animFrames=new CCArray;    for (int i=0; i<8; i++) {        for (int j=0; j<10; j++) {            CCSpriteFrame*frame=CCSpriteFrame::createWithTexture(texture, CCRectMake(j*75, i*70, 75, 70));            animFrames->addObject(frame);        }        CCAnimation *animation=CCAnimation::createWithSpriteFrames(animFrames,0.1f);        CCAnimate* animate=CCAnimate::create(animation);
    CCSequence*seq=(CCSequence*)CCSequence::create(animate,NULL);        animFrames->removeAllObjects();        this->flyAction=CCRepeatForever::create(seq);        flyActionArray->addObject(flyAction);
}    CCSpriteFrame*frame1=CCSpriteFrame::createWithTexture(texture, CCRectMake(0, 0, 75, 70));    this->dragon=CCSprite::createWithSpriteFrame(frame1);    dragon->setPosition(ccp(s.width/2-80, s.height/2));    sheet->addChild(dragon);    this->flyAction=(CCAction*)flyActionArray->objectAtIndex(0);    dragon->runAction(flyAction);

很显然这种方式是不行的了!