先来看看效果:
Cocos2d-x版本:3.4
工程环境:VS30213
一、实现思路
其实就是两张图片,然后同时一起向下(向上)滚动,当一张图片完全出视野后,就把它调到最上面。形成两个图片交替出现,不过,一般为游戏中我们都感觉像是一张图片,那是因为两张图片的头尾连接处是连起来的。原理我画了些图:
二、代码
1、无限向下滚动BackLayerDown类
头文件:
[cpp] view plain copy #ifndef__BackLayerDown_H__ #define__BackLayerDown_H__ /** *功能實現無限地圖向下滾動 *作者林炳文(ling20081005@126.com博客:http://blog.csdn.net/evankaka) *時間2015.2.27 */ #include"cocos2d.h" #defineMAP_1_Tag1//宏定义两个Map的Tag #defineMAP_2_Tag2 classBackLayerDown:publiccocos2d::Layer { public: virtualboolinit(); CREATE_FUNC(BackLayerDown); private: voIDupdate(floattime); virtualvoIDonExit(); }; #endif//__BackLayerDown_H__实现文件:
[cpp] view plain copy #include"BackLayerDown.h" USING_NS_CC; boolBackLayerDown::init() { if(!Layer::init()) { returnfalse; } SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=Director::getInstance()->getVisibleOrigin(); Sprite*map1=Sprite::create("back3_1.png"); Sprite*map2=Sprite::create("back3_2.png"); map1->setposition(Vec2(visibleSize.wIDth/2+origin.x,visibleSize.height/2+origin.y)); map2->setposition(Vec2(visibleSize.wIDth/2+origin.x,visibleSize.height+origin.y+map2->getContentSize().height/2)); this->addChild(map1,MAP_1_Tag); this->addChild(map2,MAP_2_Tag); this->scheduleUpdate(); returntrue; } //移動并判斷背景 voIDBackLayerDown::update(floattime) { SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=Director::getInstance()->getVisibleOrigin(); Sprite*temmap1=(Sprite*)this->getChildByTag(MAP_1_Tag); Sprite*temmap2=(Sprite*)this->getChildByTag(MAP_2_Tag); temmap1->setpositionY(temmap1->getpositionY()-1); temmap2->setpositionY(temmap2->getpositionY()-1); if(temmap1->getpositionY()+temmap1->getContentSize().height/2<=origin.y) { floatoffset=temmap1->getpositionY()+temmap1->getContentSize().height/2-origin.y; temmap1->setposition(Vec2(visibleSize.wIDth/2+origin.x,temmap1->getContentSize().height/2+origin.y+visibleSize.height+offset)); } if(temmap2->getpositionY()+temmap2->getContentSize().height/2<=origin.x) { floatoffset=temmap2->getpositionY()+temmap2->getContentSize().height/2-origin.y; temmap2->setposition(Vec2(visibleSize.wIDth/2+origin.x,temmap2->getContentSize().height/2+origin.y+visibleSize.height+offset)); } } voIDBackLayerDown::onExit() { this->unscheduleUpdate(); Layer::onExit(); }
2、无限向上滚动BackLayerUp类
头文件:
[cpp] view plain copy #ifndef__BackLayerUp_H__ #define__BackLayerUp_H__ /** *功能實現無限地圖向上滾動 *作者林炳文(ling20081005@126.com博客:http://blog.csdn.net/evankaka) *時間2015.2.27 */ #include"cocos2d.h" #defineMAP_1_Tag1//宏定义两个Map的Tag #defineMAP_2_Tag2 classBackLayerUp:publiccocos2d::Layer { public: virtualboolinit(); CREATE_FUNC(BackLayerUp); private: voIDupdate(floattime); virtualvoIDonExit(); }; #endif//__BackLayerUp_H__
实现文件: [cpp] view plain copy #include"BackLayerUp.h" USING_NS_CC; boolBackLayerUp::init() { if(!Layer::init()) { returnfalse; } SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=Director::getInstance()->getVisibleOrigin(); Sprite*map1=Sprite::create("back4_2.png"); Sprite*map2=Sprite::create("back4_1.png"); map1->setposition(Vec2(visibleSize.wIDth/2+origin.x,origin.y-map2->getContentSize().height/2)); this->addChild(map1,MAP_2_Tag); this->scheduleUpdate(); returntrue; } //移動并判斷背景 voIDBackLayerUp::update(floattime) { SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=Director::getInstance()->getVisibleOrigin(); Sprite*temmap1=(Sprite*)this->getChildByTag(MAP_1_Tag); Sprite*temmap2=(Sprite*)this->getChildByTag(MAP_2_Tag); temmap1->setpositionY(temmap1->getpositionY()+1); temmap2->setpositionY(temmap2->getpositionY()+1); if(temmap1->getpositionY()-temmap1->getContentSize().height/2>=visibleSize.height) { floatoffset=temmap1->getpositionY()-temmap1->getContentSize().height/2-visibleSize.height; temmap1->setposition(Vec2(visibleSize.wIDth/2+origin.x,-temmap1->getContentSize().height/2-origin.y-offset)); } if(temmap2->getpositionY()-temmap2->getContentSize().height/2>=visibleSize.height) { floatoffset=temmap2->getpositionY()-temmap2->getContentSize().height/2-visibleSize.height; temmap2->setposition(Vec2(visibleSize.wIDth/2+origin.x,-temmap2->getContentSize().height/2-origin.y-offset)); } } voIDBackLayerUp::onExit() { this->unscheduleUpdate(); Layer::onExit(); }
3、说明
其实这两个类可以写在一起的,但是这里我为了能让不同的需要分开,把它们分别写开了,要注意上面判断的方法,无限向下和无限向上判断方法是不样的,而且,这里为了防止出现黑边,要记得设置位置时要加上一定的偏移量,如上面函数中的offset,这里非常重要,如果没边上这个东东,有可能两张图片在切换时,有出现黑边。
三、使用方法
在要用到的地方,把头文件加上
1: #include "BackLayerDown.h"
2: #include "BackLayerUp.h"
然后在工程的init()函数添加:
1: Size visibleSize = Director::getInstance()->getVisibleSize(); 2: Point origin = Director::getInstance()->getVisibleOrigin();
3: //这是地面图层
4: this->addChild(BackLayerUp::create());
5: //这是白云图层
6: this->addChild(BackLayerDown::create());
7:
8: //加个飞机
9: Sprite *airplane_sprite = Sprite::create("air1.png");
10: airplane_sprite->setposition(Vec2(visibleSize.wIDth / 2,visibleSize.height/ 5));
11: this->addChild(airplane_sprite);
效果:
林炳文Evankaka原创作品。转载请注明出处http://www.jb51.cc/tag/http://blog.csdn.net/evankaka
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