public moveBG() {
// return;
if(MainBottomControler.PageState == 2) {
StageFrameControl.instance.setScrollEnabled(false);
if(this.mainPeople != null) {
var posX;
var posY;
if(this.state == BattleState.BATTLING) {
var pos1 = this.offencePos;
var pos2 = this.defencePos[this.inBattleWN];
let pos11 = NewBattleUtility.battleMapPosToWorldPos(pos1,pos2,new egret.Point(0,10));
let pos22 = NewBattleUtility.battleMapPosToWorldPos(pos1,pos2,new egret.Point(100,10));
posX = (pos11.x + pos22.x) / 2;
posY = (pos11.y + pos22.y) / 2;
// var center: egret.Shape = new egret.Shape();
// center.graphics.lineStyle(2,0xff0000);
// center.graphics.drawCircle(0,0,6);
// center.graphics.endFill();
// center.x = posX;
// center.y = posY;
// MapViewportGroupManager.instance.sceneView.SkillNode.addChild(center);
} else { //围绕人移动
posX = this.mainPeople.x;
posY = this.mainPeople.y;
}
var viewport = StageFrameControl.instance.getScrollViewport();
var width = Global.stageWidth;
var height = Global.stageHeight;
var disX = posX - width / 2;
var disY = posY - height / 2;
if(disX > Global.battleMapSize - width) {
disX = Global.battleMapSize - width;
} else if(disX < 0) {
disX = 0;
}
if(disY > Global.battleMapSize - height) {
disY = Global.battleMapSize - height;
} else if(disY < 0) {
disY = 0;
}
viewport.scrollH = disX;
viewport.scrollV = disY;//直接就是给限定死不能再移动了
}
}
}
this.movingBg() 战斗场景地图移动 主场景地图围绕人移动
最新推荐文章于 2020-04-04 01:45:39 发布