卷轴地图是一个可以滚动的背景地图,其实现原理就是利用两张交替的图片,让它们按照一个方向同步位移,当一张图片超过窗口界限的时候进行一次位置更替,使它回到另一张图片的后面。通过这样循环的使用这两张图片,背景看起来就在不停的滚动了。
接下来实现一个背景层,把它添加到游戏场景就可以了。
#ifndef __BackgroundLayer_H__#define __BackgroundLayer_H__#include "cocos2d.h"// 游戏背景层class BackgroundLayer : public cocos2d::Layer{public: BackgroundLayer(voID); ~BackgroundLayer(voID); virtual bool init() overrIDe; CREATE_FUNC(BackgroundLayer); // 滚动卷轴地图 voID scrollBackground();private: // 初始化背景地图 voID initBackground(); private: // 背景地图 cocos2d::Sprite *background_1; cocos2d::Sprite *background_2; // 沿Y轴滚动速度 double speedY;};#endif
#include "BackgroundLayer.h"USING_NS_CC;BackgroundLayer::BackgroundLayer(voID){}BackgroundLayer::~BackgroundLayer(voID){}bool BackgroundLayer::init(){ if(!Layer::init()) { return false; } this->initBackground(); return true;}// 初始化背景voID BackgroundLayer::initBackground(){ // 缓存pList文件 SpriteFrameCache::getInstance()->addSpriteFramesWithfile("gameArts-hd.pList","gameArts-hd.png"); // 把两张背景地图加载进来 this->background_1 = Sprite::createWithSpriteFramename("background_2.png"); this->background_1->setAnchorPoint(Vec2(0,0)); this->background_1->setposition(0,0); this->addChild(this->background_1); this->background_2 = Sprite::createWithSpriteFramename("background_2.png"); this->background_2->setAnchorPoint(Vec2(0,0)); this->background_2->setposition(0,this->background_1->getpositionY() + this->background_1->getContentSize().height); this->addChild(this->background_2); // 设置初始滚动速度 this->speedY = 2; // 防止背景滚动的时候两张图片衔接部分出现黑边 this->background_1->getTexture()->setAliasTexParameters();}// 滚动背景voID BackgroundLayer::scrollBackground(){ // 计算出地图下次滚动到的Y轴坐标,这里是向下位移 auto nextPos_1 = this->background_1->getpositionY() - this->speedY; auto nextPos_2 = this->background_2->getpositionY() - this->speedY; this->background_1->setpositionY(nextPos_1); this->background_2->setpositionY(nextPos_2); // 当一张地图移除屏幕边界的时候,重新放置到另一张地图的上面 if(fabs(nextPos_1) == this->background_1->getContentSize().height) { this->background_1->setpositionY(this->background_2->getpositionY() + this->background_2->getContentSize().height); Sprite *t = this->background_1; this->background_1 = this->background_2; this->background_2 = t; }}
然后在游戏场景中使用这张卷轴地图
#ifndef __GameScene_H__#define __GameScene_H__#include "cocos2d.h"#include "BackgroundLayer.h"// 游戏主场景class GameScene : public cocos2d::Layer{public: GameScene(voID); ~GameScene(voID); static cocos2d::Scene *createScene(); virtual bool init() overrIDe; CREATE_FUNC(GameScene);private: // 定时器,每一帧调用 virtual voID update(float delta) overrIDe; // 此场景加载完毕后的 *** 作 virtual voID onEnterTransitionDIDFinish() overrIDe;private: // 游戏背景 BackgroundLayer *backgroundLayer;};#endif
#include "GameScene.h"USING_NS_CC;GameScene::GameScene(voID){}GameScene::~GameScene(voID){}Scene *GameScene::createScene(){ auto scene = Scene::create(); auto layer = GameScene::create(); scene->addChild(layer); return scene;}bool GameScene::init(){ if(!Layer::init()) { return false; } // 加载背景地图 this->backgroundLayer = BackgroundLayer::create(); this->backgroundLayer->setAnchorPoint(Vec2::ZERO); this->backgroundLayer->setposition(Vec2::ZERO); this->addChild(backgroundLayer); return true;}voID GameScene::onEnterTransitionDIDFinish(){ Node::onEnterTransitionDIDFinish(); // 场景加载完毕才滚动背景 this->scheduleUpdate();}voID GameScene::update(float delta){ this->backgroundLayer->scrollBackground();}总结
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