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���限地�向下�� *作者林炳文(ling20081005@126.com) *��2015.2.27 */ #include"cocos2d.h" #defineMAP_1_Tag1//宏定义两个Map的Tag #defineMAP_2_Tag2 classBackLayerDown:publiccocos2d::Layer { public: virtualboolinit(); CREATE_FUNC(BackLayerDown); private: voidupdate(floattime); virtualvoidonExit(); }; #endif//__BackLayerDown_H__
实现文件:
#include"BackLayerDown.h" USING_NS_CC; boolBackLayerDown::init() { if(!Layer::init()) { returnfalse; } SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=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,MAP_1_Tag); this->addChild(map2,MAP_2_Tag); this->scheduleUpdate(); returntrue; } //移�并判�背景 voidBackLayerDown::update(floattime) { SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=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) { floatoffset=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) { floatoffset=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)); } } voidBackLayerDown::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���限地�向上�� *作者林炳文(ling20081005@126.com) *��2015.2.27 */ #include"cocos2d.h" #defineMAP_1_Tag1//宏定义两个Map的Tag #defineMAP_2_Tag2 classBackLayerUp:publiccocos2d::Layer { public: virtualboolinit(); CREATE_FUNC(BackLayerUp); private: voidupdate(floattime); virtualvoidonExit(); }; #endif//__BackLayerUp_H__
实现文件:
#include"BackLayerUp.h" USING_NS_CC; boolBackLayerUp::init() { if(!Layer::init()) { returnfalse; } SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=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,origin.y-map2->getContentSize().height/2)); this->addChild(map1,MAP_2_Tag); this->scheduleUpdate(); returntrue; } //移�并判�背景 voidBackLayerUp::update(floattime) { SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=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) { floatoffset=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) { floatoffset=temMap2->getPositionY()-temMap2->getContentSize().height/2-visibleSize.height; temMap2->setPosition(Vec2(visibleSize.width/2+origin.x,-temMap2->getContentSize().height/2-origin.y-offset)); } } voidBackLayerUp::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
#include"BackLayerDown.h" #include"BackLayerUp.h"
SizevisibleSize=Director::getInstance()->getVisibleSize(); Pointorigin=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:原文链接:https://www.f2er.com/cocos2dx/344269.html