本文要实现飞机射击游戏中的地图无限滚动的功能,这里分为两个层,一个层无限向下滚动,一个层无限向上滚动,这样子结合起来效果就非常有层次感,也非常逼真,这里我把地图层都写成一个类,自己把地图改下,就可以成为你自己的了!下面,我们开始吧
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:
#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) *時間 2015.2.27 */ #include "cocos2d.h" #define MAP_1_Tag 1 // 宏定义两个Map的Tag #define MAP_2_Tag 2 class BackLayerDown : public cocos2d::Layer { public: virtual bool init(); CREATE_FUNC(BackLayerDown); private: void update(float time); virtual void onExit(); }; #endif // __BackLayerDown_H__
实现文件:
#include "BackLayerDown.h" USING_NS_CC; bool BackLayerDown::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = 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, 0, MAP_1_Tag); this->addChild(map2, 0, MAP_2_Tag); this->scheduleUpdate(); return true; } //移動并判斷背景 void BackLayerDown::update(float time) { Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = 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) { float offset = 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) { float offset = 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)); } } void BackLayerDown::onExit() { this->unscheduleUpdate(); Layer::onExit(); } 2、无限向上滚动BackLayerUp类
头文件:
#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 ) *時間 2015.2.27 */ #include "cocos2d.h" #define MAP_1_Tag 1 // 宏定义两个Map的Tag #define MAP_2_Tag 2 class BackLayerUp : public cocos2d::Layer { public: virtual bool init(); CREATE_FUNC(BackLayerUp); private: void update(float time); virtual void onExit(); }; #endif // __BackLayerUp_H__
实现文件:
#include "BackLayerUp.h" USING_NS_CC; bool BackLayerUp::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = 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, visibleSize.height / 2 + origin.y)); map2->setPosition(Vec2(visibleSize.width / 2 + origin.x, origin.y - map2->getContentSize().height / 2)); this->addChild(map1, 0, MAP_1_Tag); this->addChild(map2, 0, MAP_2_Tag); this->scheduleUpdate(); return true; } //移動并判斷背景 void BackLayerUp::update(float time) { Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = 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) { float offset = 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) { float offset = temMap2->getPositionY() - temMap2->getContentSize().height / 2 - visibleSize.height; temMap2->setPosition(Vec2(visibleSize.width / 2 + origin.x, -temMap2->getContentSize().height / 2 - origin.y - offset)); } } void BackLayerUp::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
#include "BackLayerDown.h" #include "BackLayerUp.h"
然后在工程的init()函数添加:
Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); //这是地面图层 this->addChild(BackLayerUp::create()); //这是白云图层 this->addChild(BackLayerDown::create()); //加个飞机 Sprite *airplane_sprite = Sprite::create("air1.png"); airplane_sprite->setPosition(Vec2(visibleSize.width / 2, visibleSize.height/ 5)); this->addChild(airplane_sprite); 效果:
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