void
addChild(cocos2d::Node *child,
int
z,
const
cocos2d::Vec2 ¶llaxRatio,
const
cocos2d::Vec2 &positionOffset);
z:Z轴顺序
parallaxRatio:视差的移动速率
positionOffset:子节点位置坐标,该坐标是相对父节点的,即ParallaxNode
variable
/'veərɪəb(ə)l/
可变的
auto
front =
Sprite
::
create
(
"hole_stencil.png"
);
auto mid = Sprite :: create ( "hole_effect.png" );
auto background = Sprite :: create ( "HelloWorld1.png" );
// 创建一个视差节点
auto voidNode = ParallaxNode :: create ();
// 添加需要移动的子节点
voidNode-> addChild (background, 0 , Vec2 ( 0.4f , 0 ), Vec2 ( 240 , 160 ));
voidNode-> addChild (mid, 1 , Vec2 ( 2.2f , 0 ), Vec2 ( 450 , 100 ));
voidNode-> addChild (front, 2 , Vec2 ( 3.0f , 0 ), Vec2 ( 500 , 160 ));
ActionInterval * go = MoveBy :: create ( 4 , Vec2 (- 240 , 0 ));
ActionInterval * goBack = go-> reverse ();
auto seq = Sequence :: create (go,goBack, NULL );
voidNode-> runAction ( RepeatForever :: create (seq));
auto mid = Sprite :: create ( "hole_effect.png" );
auto background = Sprite :: create ( "HelloWorld1.png" );
// 创建一个视差节点
auto voidNode = ParallaxNode :: create ();
// 添加需要移动的子节点
voidNode-> addChild (background, 0 , Vec2 ( 0.4f , 0 ), Vec2 ( 240 , 160 ));
voidNode-> addChild (mid, 1 , Vec2 ( 2.2f , 0 ), Vec2 ( 450 , 100 ));
voidNode-> addChild (front, 2 , Vec2 ( 3.0f , 0 ), Vec2 ( 500 , 160 ));
ActionInterval * go = MoveBy :: create ( 4 , Vec2 (- 240 , 0 ));
ActionInterval * goBack = go-> reverse ();
auto seq = Sequence :: create (go,goBack, NULL );
voidNode-> runAction ( RepeatForever :: create (seq));
addChild(voidNode);
其三个子节点由于设置的速率不同,移动快慢有一个非常明显的效果