欢迎转载:http://blog.csdn.net/fylz1125/article/details/8498603
一般打飞机类游戏都是飞机不动,背景图滚动,造成飞机在天空飞的效果。
MoonWarriors的背景有两层,一个远景天空,一个近景漂浮物,这两层背景滚动速度不一样,形成一种纵深感。
如图:
图有点模糊,实际效果跟html5的一样(根本就是照着它写的,嘿嘿)
前面说了,背景分为两部分,天空和漂浮物,下面分别解释一下
1,天空背景
源图是一张320*576的jpg图片。加载的时候实质上是分两次进行的。
- m_backSky = CCSprite::create(s_bg01);
- m_backSky->setAnchorPoint(ccp(0, 0));
- m_backSkyHeight = m_backSky->getContentSize().height;
- addChild(m_backSky, -10);
- m_backSky->runAction(CCMoveBy::create(3, ccp(0, -48)));
- schedule(schedule_selector(GameLayer:: movingBackground),3);
- 来看下这个滚动函数:
- void GameLayer::movingBackground()
- {
- m_backSky->runAction(CCMoveBy::create(3, ccp(0, -48)));
- m_backSkyHeight -= 48;
- if (m_backSkyHeight <= winSize.height) {
- if (!m_isBackSkyReload) {
- m_backSkyRe = CCSprite::create(s_bg01);
- m_backSkyRe->setAnchorPoint(ccp(0, 0));
- addChild(m_backSkyRe, -10);
- m_backSkyRe->setPosition(ccp(0, winSize.height));
- m_isBackSkyReload = true;
- }
- m_backSkyRe->runAction(CCMoveBy::create(3, ccp(0, -48)));
- }
- if (m_backSkyHeight <= 0) {
- m_backSkyHeight = m_backSky->getContentSize().height;
- this->removeChild(m_backSky, true);
- m_backSky = m_backSkyRe;
- m_backSkyRe = NULL;
- m_isBackSkyReload = false;
- }
- }
2.近景漂浮物滚动
思路跟上面那个一模一样,但是这个的图片不一样,这是一个tmx,使用瓦片地图的方式加载。
初始加载
- m_backTileMap = CCTMXTiledMap::create(s_level01);
- addChild(m_backTileMap, -9);
- m_backTileMapHeight = m_backTileMap->getMapSize().height * m_backTileMap->getTileSize().height;
- m_backTileMapHeight -= 200;
- m_backTileMap->runAction(CCMoveBy::create(3, ccp(0, -200)));
滚动部分:
- m_backTileMap->runAction(CCMoveBy::create(3, ccp(0, -200)));
- m_backTileMapHeight -= 200;
- if (m_backTileMapHeight <= winSize.height) {
- if (!m_isBackTileReload) {
- m_backTileMapRe = CCTMXTiledMap::create(s_level01);
- this->addChild(m_backTileMapRe, -9);
- m_backTileMapRe->setPosition(0, winSize.height);
- m_isBackTileReload = true;
- }
- m_backTileMapRe->runAction(CCMoveBy::create(3, ccp(0, -200)));
- }
- if (m_backTileMapHeight <= 0) {
- m_backTileMapHeight = m_backTileMap->getMapSize().height * m_backTileMap->getTileSize().height;
- this->removeChild(m_backTileMap, true);
- m_backTileMap = m_backTileMapRe;
- m_backTileMapRe = NULL;
- m_isBackTileReload = false;
- }
打完收工
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