我制作的游戏背景图片太大,无法呈现iphone。所以我不得不把它切成两半。由于我的背景是水平滚动的(比如在JetPack Joyride中),我想做到这一点,以便将两半结合在一起使它看起来像一个图像。所以我试图做的是,将图像的前半部分放在屏幕的最左边,然后我尝试将第二部分放在第一部分的边缘。这是我到目前为止所尝试的。
init
中的:
numStripes = 1;
for (NSUInteger i = 0; i < numStripes; i++)
{
CCSprite *sprite = [CCSprite spriteWithFile:@"bg0.png"];
CCSprite *sprite2 = [CCSprite spriteWithFile:@"bg1.png"];
sprite.anchorPoint = CGPointMake(0, 0.5f);
sprite.position = CGPointMake(0, screenSize.height / 2);
sprite2.anchorPoint = CGPointMake(0, 0.5f);
sprite2.position = CGPointMake(sprite.position.x + sprite.contentSize.width, screenSize.height / 2);
[backgroundNode addChild:sprite z:i tag:i];
[backgroundNode addChild:sprite2 z:i tag:i];
}
// endless scrolling
for (NSUInteger i = 0; i < numStripes; i++)
{
CCSprite *sprite = [CCSprite spriteWithFile:@"bg0.png"];
CCSprite *sprite2 = [CCSprite spriteWithFile:@"bg1.png"];
sprite.anchorPoint = CGPointMake(0, 0.5f);
sprite2.anchorPoint = CGPointMake(0, 0.5f);
sprite.position = CGPointMake(sprite.contentSize.width + sprite2.contentSize.width - 1, screenSize.height / 2);
sprite2.position = CGPointMake(sprite.contentSize.width * 2.0f + sprite2.contentSize.width - 1.0f, screenSize.height / 2);
[backgroundNode addChild:sprite z:i tag:i + 2];
[backgroundNode addChild:sprite2 z:i tag:i + 2];
}
speedFactors = [[CCArray alloc] initWithCapacity:numStripes];
[speedFactors addObject:[NSNumber numberWithFloat:1.0f]];
NSAssert([speedFactors count] == numStripes, @"speedFactors count does not match numStripes!");
这可能是问题所在:
-(void) dealloc
{
#ifndef KK_ARC_ENABLED
[speedFactors release];
[super dealloc];
#endif // KK_ARC_ENABLED
}
-(void) update:(ccTime)delta
{
if (([[GameMechanics sharedGameMechanics] gameState] == GameStateRunning) || [[GameMechanics sharedGameMechanics] gameState] == GameStateMenu)
{
[self updateRunning:delta];
}
}
- (void) updateRunning:(ccTime)delta
{
// read current scroll Speed
scrollSpeed = [[GameMechanics sharedGameMechanics] backGroundScrollSpeedX];
CCSprite* sprite;
// we use a c-array since it is faster on iteration
CCARRAY_FOREACH([backgroundNode children], sprite)
{
// retrieve the scrollspeed factor for the current sprite
NSNumber* factor = [speedFactors objectAtIndex:sprite.zOrder];
// move the background layer
CGPoint pos = sprite.position;
pos.x -= scrollSpeed * [factor floatValue] * delta;
// when a layer is off screen on the left side, move it to the right end of the screen
if (pos.x < -sprite.contentSize.width)
{
pos.x += (sprite.contentSize.width * 4) - 1;
}
sprite.position = pos;
}
}
这似乎不起作用,我得到了奇怪的结果...任何帮助表示赞赏。谢谢!
答案 0 :(得分:1)
可能是这样:
sprite.position = CGPointMake(0, screenSize.height / 2);
sprite2.position = CGPointMake(sprite.position.x*1.5, screenSize.height / 2);
sprite2
的初始x值设置为0.你可能想要的是:
sprite2.position = CGPointMake(sprite.position.x + sprite.contentSize.width, screenSize.height / 2);
这里还有另一个问题:
sprite.position = CGPointMake(sprite.contentSize.width - 1)*2, screenSize.height / 2);
sprite2.anchorPoint = CGPointMake(0, 0.5f);
sprite2.position = CGPointMake((sprite2.contentSize.width - 1)*2, screenSize.height / 2);
应该是:
sprite.position = CGPointMake(sprite.contentSize.width + sprite2.contentSize.width - 1, screenSize.height / 2);
sprite2.position = CGPointMake(sprite.contentSize.width * 2.0f + sprite2.contentSize.width - 1.0f, screenSize.height / 2);
您可能还有一个问题是将相同的标记设置为两个不同的精灵。您要将sprite
及其副本的标记设置为0,将sprite2
及其副本的标记设置为1.您应将sprite
的标记设置为0,{{1 }到1,sprite2
(复制)到2,sprite
(复制)到3。
在第二个for循环中:
sprite2
<强>更新强>
在[backgroundNode addChild:sprite z:i tag:i + 2];
[backgroundNode addChild:sprite2 z:i tag:i + 2];
方法中更改此内容:
-updateRunning:
到此:
pos.x += (sprite.contentSize.width * 2) - 2;
因为你有四个这样的精灵:
[1] [2] [3] [4]
当[1]移动到屏幕外时,你需要一直移动[1] [4],这样它们就像这样
[2] [3] [4] [1]
这就是为什么你需要向右移动[1]四个长度而不是向右两个长度。
<强>更新强>
看起来你没有足够的speedFactors。看起来你正在为speedFactors数组添加一个值,但后来尝试获取其中的两个。在添加视差滚动之前,您不需要不同的速度因子,所以现在更改:
pos.x += (sprite.contentSize.width * 4) - 1;
到
NSNumber* factor = [speedFactors objectAtIndex:sprite.zOrder];