我的游戏世界空间是4个屏幕尺寸的矩形(2行x 2列) 我根据球的运动移动相机。球位置根据物理引擎设定。 我注意到,当相机移动跟随球时,球有时会略微改变方向。
最初我认为这是一种基于相机移动的幻觉,但是当我画一条路时,线条有时是弯曲的。 我使用了CCFollow实现代码背后的一些代码(不是CCFollow本身,但它背后的代码),用于跟踪球 (我有关于CCfollow的问题)
下面是我的Tick()函数: ----------------- - (void)tick:(ccTime)dt {
bool ballMov = false;
CGPoint pos;
CCSprite *ballData;
dt = 1.0 / 60.0f;
world->Step(dt,8, 3 );
for(b2Body *b = world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *tempData = (CCSprite *)b->GetUserData();
if (tempData == ball){
ballData = tempData;
ballMov = true;
ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
}
}
}
//
// Move the layer so we can keep looking at the travelling ball
// Code is similar to CCFollow code with some adjustments
pos = ballPosition;
if(ballMov){
#define CLAMP(x,y,z) MIN(MAX(x,y),z)
pos = ccp(CLAMP(pos.x,leftBoundary,rightBoundary), CLAMP(pos.y,bottomBoundary,topBoundary));
#undef CLAMP
pos = ccpSub(pos, halfScreenSize );
pos.x = - pos.x ;
pos.y = - pos.y ;
//calculate delta move towards the new position
if(gunShot){
CGPoint moveVect;
CGPoint oldPos = [self position];
double dist = ccpDistance(pos, oldPos);
if (dist > 1){
moveVect = ccpMult(ccpSub(pos,oldPos),0.4); //0.05 is the smooth constant.
oldPos = ccpAdd(oldPos, moveVect);
pos = oldPos;
}
}
}
//move towards the ball
[self setPosition:(pos)];
lastPosition = pos;
ballPosition = CGPointMake([ball body]->GetPosition().x * PTM_RATIO, [ball body]->GetPosition().y * PTM_RATIO );
//if ball is out of gameworld space then reset
if (!CGRectContainsPoint ( outerBoundaryRect, ballPosition)){
ball.visible = false ;
[self recreateBody]; //Ball is out of Gameworld, recreate it at the default position
}
}