我正在尝试更改我的Sprite锚点,以便我可以在0.0f,0.0f锚点上旋转。起初我的对象是默认锚点(0.5f,0.5f)处的旋转。但是后来我需要它在0.0,0.0 AnchorPoint上旋转。
问题是我不能改变锚点并相应地改变位置,所以它保持在同一位置,没有对象看起来快速移动并重新定位到其原始点。
有没有办法可以立刻设置锚点和我的精灵的位置,而根本不移动它?谢谢。
-Oscar
答案 0 :(得分:3)
我在其他地方找到了一个UIView的解决方案,并为cocos2d重写了它:
- (void)setAnchorPoint:(CGPoint)anchorPoint forSprite:(CCSprite *)sprite
{
CGPoint newPoint = CGPointMake(sprite.contentSize.width * anchorPoint.x, sprite.contentSize.height * anchorPoint.y);
CGPoint oldPoint = CGPointMake(sprite.contentSize.width * sprite.anchorPoint.x, sprite.contentSize.height * sprite.anchorPoint.y);
newPoint = CGPointApplyAffineTransform(newPoint, [sprite nodeToWorldTransform]);
oldPoint = CGPointApplyAffineTransform(oldPoint, [sprite nodeToWorldTransform]);
CGPoint position = sprite.position;
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
sprite.position = position;
sprite.anchorPoint = anchorPoint;
}
答案 1 :(得分:2)
这是一个很好的问题,我还不知道完整的答案。
您可能已经注意到,无法在不影响比例和旋转的情况下更改anchorPoint。
对于缩放的精灵:
您必须同时更改您的精灵的anchorPoint和位置。见this question for a hint
对于旋转的精灵:
Intuition说你需要同时改变anchorPoint,旋转和位置。 (我不知道如何计算它。)
注意:我还在学习图形编程,所以我还没有100%能够计算这些东西。
答案 2 :(得分:2)
我需要这几次,并决定对CCNode进行扩展,测试它的abit并且似乎工作正常。对某些人来说真的很有用:)
它是用1.x测试的,但它也应该在2.x中正常工作。支持转换节点和HD。
只需将其添加到您的项目并在需要时导入 - 它将添加到从CCNode派生的所有类中。 (CCSprite,CCLayer)
<强>接口强>
#import "cocos2d.h"
@interface CCNode (Extensions)
// Returns the parent coordinate for an anchorpoint. Useful for aligning nodes with different anchorpoints for instance
-(CGPoint)positionOfAnchorPoint:(CGPoint)anchor;
// As above but using anchorpoint in points rather than percentage
-(CGPoint)positionOfAnchorPointInPoints:(CGPoint)anchor;
//Sets the anchorpoint, to not move the node set lockPosition to `YES`. Setting it to `NO` is equal to setAnchorPoint, I thought this would be good for readability so you always know what you do when you move the anchorpoint
-(void)setAnchorPoint:(CGPoint)a lockPosition:(BOOL)lockPosition;
@end
<强>实施强>
#import "CCNode+AnchorPos.h"
@implementation CCNode (Extensions)
-(CGPoint)positionOfAnchorPoint:(CGPoint)anchor
{
float x = anchor.x * self.contentSizeInPixels.width;
float y = anchor.y * self.contentSizeInPixels.height;
CGPoint pos = ccp(x,y);
pos = CGPointApplyAffineTransform(pos, [self nodeToParentTransform]);
return ccpMult(pos, 1/CC_CONTENT_SCALE_FACTOR());
}
-(CGPoint)positionOfAnchorPointInPoints:(CGPoint)anchor;
{
CGPoint anchorPointInPercent = ccp(anchor.x/self.contentSize.width, anchor.y/self.contentSize.height);
return [self positionOfAnchorPoint:anchorPointInPercent];
}
-(void)setAnchorPoint:(CGPoint)a lockPosition:(BOOL)lockPosition
{
CGPoint tempPos = [self positionOfAnchorPoint:a];
self.anchorPoint = a;
if(lockPosition)
{
self.position = tempPos;
}
}
@end
答案 3 :(得分:0)
Cocos2d-x +固定比例
<强> YourClass.h 强>
virtual cocos2d::Vec2 positionFromSprite(cocos2d::Vec2 newAnchorPoint, cocos2d::Sprite *sprite);
<强> YourClass.m 强>
Vec2 YourClass::positionFromSprite(Vec2 newAnchorPoint, cocos2d::Sprite *sprite) {
Rect rect = sprite->getSpriteFrame()->getRect();
Vec2 oldAnchorPoint = sprite->getAnchorPoint();
float scaleX = sprite->getScaleX();
float scaleY = sprite->getScaleY();
Vec2 newPoint = Vec2(rect.size.width * newAnchorPoint.x * scaleX, rect.size.height * newAnchorPoint.y * scaleY);
Vec2 oldPoint = Vec2(rect.size.width * oldAnchorPoint.x * scaleX, rect.size.height * oldAnchorPoint.y * scaleY);
Vec2 position = sprite->getPosition();
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
return position;
}