我使用cocos2d-x的时间不长。它很有趣,很容易掌握。但最近,我在实施某些事情时陷入困境。 (现在已经有一段时间了)。
我在X和Y轴上实现了Parllax。这是一件轻松的工作。但是当我尝试在Z轴上实现它时(想象一下透视图),我就是不能。
请提出建议。将非常感谢cocos2d-x的上下文解释。我在C ++中使用它。谢谢!
答案 0 :(得分:1)
我在Z轴上编写了无限滚动背景的代码 最重要的提示是我计算背景图块之间的距离。我使用背景图像的高度作为瓷砖之间的距离,但在我围绕X轴旋转精灵之前存储它。
以下是头文件( LevelScene.h )中定义的变量:
...
private:
std::vector<Sprite*> mBackgrounds; // background tiles
Layer* mlayer; // main layer where background tiles are in
Camera* mMainCamera; // main camera
int count = 0; // number of tiles that fills distance between camera and its far plane
float height = 1; // this is distance between each tile indeed
...
和 LevelScene.cpp 文件包含:
bool LevelsScene::init()
{
if( !Layer::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
mlayer = Layer::create();
mlayer->setCameraMask( (unsigned short)CameraFlag::USER2 );
addChild( mlayer );
float far = 3500;
mMainCamera = Camera::createPerspective(80, (float)visibleSize.width/visibleSize.height,
1.0, far);
mMainCamera->setCameraFlag(CameraFlag::USER2);
this->addChild(mMainCamera);
auto bg = Sprite::create();
bg->initWithFile("asphalt.png");
//The line below is very important. We use height of image as distance between tiles. We store height before rotating sprite.
height = bg->getBoundingBox().size.height;
bg->setRotation3D( Vec3(-90,0,0) );
bg->setPosition3D( Vec3(visibleSize.width/2,0,-200 ) );
bg->setCameraMask( (unsigned short)CameraFlag::USER2 );
mlayer->addChild( bg );
mMainCamera->setPosition3D(bg->getPosition3D() + Vec3(0,150,300));
mMainCamera->lookAt(bg->getPosition3D()+Vec3(0,100,0), Vec3(0.0,1.0,0.0));
float lastZ = bg->getPositionZ() - height;
count = ceil(far/height) + 2;
mBackgrounds.push_back( bg );
for( int i = 0; i< count; i++ )
{
auto bg = Sprite::create();
bg->initWithFile("asphalt.png");
bg->setRotation3D( Vec3(-90,0,0) );
bg->setPosition3D( Vec3(visibleSize.width/2,0, lastZ) );
bg->setCameraMask( (unsigned short)CameraFlag::USER2 );
mlayer->addChild( bg );
lastZ = bg->getPositionZ() - height;
mBackgrounds.push_back( bg );
}
scheduleUpdate();
return true;
}
void LevelsScene::update(float dt)
{
mMainCamera->setPosition3D( mMainCamera->getPosition3D() +
Vec3( 0, 0, -10) );
for( std::vector<Sprite*>::iterator bgit = mBackgrounds.begin();
bgit != mBackgrounds.end(); bgit++ )
{
Sprite* bg = (Sprite*)*bgit;
if( bg->getPositionZ() > mMainCamera->getPositionZ() )
{
bg->setPositionZ( bg->getPositionZ() - height * count );
}
}
}
希望这有帮助:)