Cocos2d-x《雷电大战》-双层地图无限滚动

  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:

  

wKiom1TwZUbAG56DABsxOYk0Vng666.gif

  

捕获

  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:

  

捕获

  

捕获1

  

捕获2

  

捕获3

  

捕获4

  

捕获5
大连男科医院

  二、代码

  1、无限向下滚动BackLayerDown类

  头文件:

  #ifndef __BackLayerDown_H__

  #define __BackLayerDown_H__

  /**

  *功能 實現無限地圖向下滾動

  *作者 林炳文([email protected])

  *時間 2015.2.27

  */

  #include "cocos2d.h"

  #define MAP_1_Tag 1 // 宏定义两个Map的Tag

  #define MAP_2_Tag 2

  class BackLayerDown : public cocos2d::Layer

  {

  public:

  virtual bool init();

  CREATE_FUNC(BackLayerDown);

  private:

  void update(float time);

  virtual void onExit();

  };

  #endif // __BackLayerDown_H__

  实现文件:

  #include "BackLayerDown.h"

  USING_NS_CC;

  bool BackLayerDown::init()

  {

  if ( !Layer::init() )

  {

  return false;

  }

  Size visibleSize = Director::getInstance()->getVisibleSize();

  Point origin = 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, 0, MAP_1_Tag);

  this->addChild(map2, 0, MAP_2_Tag);

  this->scheduleUpdate();

  return true;

  }

  //移動并判斷背景

  void BackLayerDown::update(float time)

  {

  Size visibleSize = Director::getInstance()->getVisibleSize();

  Point origin = 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)

  {

  float offset = 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)

  {

  float offset = 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));

  }

  }

  void BackLayerDown::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 實現無限地圖向上滾動

  *作者 林炳文([email protected] )

  *時間 2015.2.27

  */

  #include "cocos2d.h"

  #define MAP_1_Tag 1 // 宏定义两个Map的Tag

  #define MAP_2_Tag 2

  class BackLayerUp : public cocos2d::Layer

  {

  public:

  virtual bool init();

  CREATE_FUNC(BackLayerUp);

  private:

  void update(float time);

  virtual void onExit();

  };

  #endif // __BackLayerUp_H__

  实现文件:

  #include "BackLayerUp.h"

  USING_NS_CC;

  bool BackLayerUp::init()

  {

  if ( !Layer::init() )

  {

  return false;

  }

  Size visibleSize = Director::getInstance()->getVisibleSize();

  Point origin = 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, visibleSize.height / 2 + origin.y));

  map2->setPosition(Vec2(visibleSize.width / 2 + origin.x, origin.y - map2->getContentSize().height / 2));

  this->addChild(map1, 0, MAP_1_Tag);

  this->addChild(map2, 0, MAP_2_Tag);

  this->scheduleUpdate();

  return true;

  }

  //移動并判斷背景

  void BackLayerUp::update(float time)

  {

  Size visibleSize = Director::getInstance()->getVisibleSize();

  Point origin = 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)

  {

  float offset = 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)

  {

  float offset = temMap2->getPositionY() - temMap2->getContentSize().height / 2 - visibleSize.height;

  temMap2->setPosition(Vec2(visibleSize.width / 2 + origin.x, -temMap2->getContentSize().height / 2 - origin.y - offset));

  }

  }

  void BackLayerUp::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

  在要用到的地方,把头文件加上

  #include "BackLayerDown.h"

  #include "BackLayerUp.h"

  然后在工程的init()函数添加:

  Size visibleSize = Director::getInstance()->getVisibleSize();

  Point origin = 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:

  

0

  

wKiom1TwZUbAG56DABsxOYk0Vng666.gif

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转载自blog.csdn.net/weixin_44239023/article/details/89412036