경계 상자가 제대로 작동하려고하지만 맵의 크기가 조정될 때 계속 실패합니다. 이것이 내 존재의 상처이기 때문에 여기에서 약간의 도움을 사용할 수 있습니다.Cocos2d-X 경계 상자 문제
간단히 말해서, 1 장면, 2 개의 레이어가 있습니다. 하나의 레이어는 HUD이고 다른 레이어는지도입니다. 지도는 큰 슬라이스 이미지에서 100 개의 이미지를 타일링하여 렌더링되는 레이어입니다. 나는이 이미지를 주어진 공간적 스케일링으로 스케일링하고 모든 크기로 멋지게 보입니다. 이 문제는 배율을 조정하는 동안지도의 너비/높이에 대한 경계 상자를 설정하려고 할 때 발생합니다. 제대로 잠글 수 없습니다. 오른쪽 경계선과 위쪽 경계선, 왼쪽과 아래쪽 경계선 만 제대로 작동합니다. 참고로이 기능은 Scale이 1과 같을 때 아름답게 작동하지만 크기가 조정되는대로 모든 것이 어색해집니다. Sprite의 크기를 조정할 때지도 타일의 X, Y가 변경 될 가능성이 큽니다.
bool MapLayer::init()
{
// Super init
if (!CCLayer::init())
{
return false;
}
// We need to enable touches for this layer
setTouchEnabled(true);
// Set the Anchor Point
setAnchorPoint(ccp(0,0));
// We need to initialize the Map Textures for Rendering (Break up further for performance)
for(int row = 0; row < NUM_MAP_FRAME_ROWS; row++)
{
for(int col = 0; col < NUM_MAP_FRAME_COLS; col++)
{
char imageFrameFile[25] = "";
int imageFrame = ((row * 10) + col) + 1;
// Create the String to load the image frame
sprintf(imageFrameFile, "map_%02d.png", imageFrame);
// Create the Sprite
map[row][col] = CCSprite::create(imageFrameFile);
// Add the Sprite to the Scene
this->addChild(map[row][col], 0);
}
}
// Render the Map at the default Scale (Show entire Map)
renderMap();
// Position the Viewport to the center of the map
setPosition(ccp(0 - (((map[9][9]->getPosition().x + map[9][9]->getContentSize().width)/2.0f) - ((map[9][9]->getContentSize().width/2.0f))),
0 - ((map[0][0]->getPosition().y/2.0f) - ((map[0][0]->getContentSize().height/2.0f)))));
return true;
}
void MapLayer::renderMap(void)
{
int overlapBuffer = 0;
float spritePositionX = 0.0f;
float spritePositionY = 0.0f;
// Reset our Boundary variables
rightBoundary = 0;
topBoundary = 0;
// Display the Tile-based Map
for(int row = NUM_MAP_FRAME_ROWS - 1; row >= 0; row--)
{
// Reset the starting position
spritePositionX = 0.0f;
for(int col = 0; col < NUM_MAP_FRAME_COLS; col++)
{
CCSprite * pSprite = map[row][col];
CCSize spriteContentSize = pSprite->getContentSize();
float spriteWidth = spriteContentSize.width;
float spriteHeight = spriteContentSize.height;
// Position the Sprite by using the previous Sprite's location
pSprite->setScale(getScale());
pSprite->setAnchorPoint(ccp(0, 0));
pSprite->setPosition(ccp(spritePositionX, spritePositionY));
// Increment for the next Sprite Position
spritePositionX += (float)(spriteWidth * pSprite->getScale()) - overlapBuffer;
// Increment if this is the last column item
if(col == (NUM_MAP_FRAME_COLS - 1))
{
// Increment for the next Sprite Position
spritePositionY += (float)(spriteHeight * pSprite->getScale()) - overlapBuffer;
}
}
}
// TEST CODE
CCPoint boundaries = convertToWorldSpace(ccp(spritePositionX, spritePositionY));
rightBoundary = boundaries.x;
topBoundary = boundaries.y;
// TEST CODE
}
void MapLayer::scale(float newScale, CCPoint scaleCenter)
{
// scaleCenter is the point to zoom to..
// If you are doing a pinch zoom, this should be the center of your pinch.
// Get the original center point.
CCPoint oldCenterPoint = ccp(scaleCenter.x * getScale(), scaleCenter.y * getScale());
// Set the scale.
setScale(newScale);
// Get the new center point.
CCPoint newCenterPoint = ccp(scaleCenter.x * getScale(), scaleCenter.y * getScale());
// Then calculate the delta.
CCPoint centerPointDelta = ccpSub(oldCenterPoint, newCenterPoint);
// Now adjust your layer by the delta.
setPosition(ccpAdd(getPosition(), centerPointDelta));
// Render the Map to the new Scale
renderMap();
}
void MapLayer::checkBoundingBox(void)
{
// Grab the display size from the director
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
cocos2d::CCLog("************************************");
cocos2d::CCLog("WORLD Position-X: %f", convertToWorldSpace(getPosition()).x);
cocos2d::CCLog("WORLD Position-Y: %f", convertToWorldSpace(getPosition()).y);
cocos2d::CCLog("Position-X: %f", (getPosition()).x);
cocos2d::CCLog("Position-Y: %f", (getPosition()).y);
// cocos2d::CCLog("Map[0][0]-X: %f", convertToWorldSpace(map[0][0]->getPosition()).x);
// cocos2d::CCLog("Map[0][0]-Y: %f", convertToWorldSpace(map[0][0]->getPosition()).y);
// cocos2d::CCLog("Map[9][9]-X: %f", convertToWorldSpace(map[9][9]->getPosition()).x);
// cocos2d::CCLog("Map[9][9]-Y: %f", convertToWorldSpace(map[9][9]->getPosition()).y);
cocos2d::CCLog("WinSize Width: %f", winSize.width);
cocos2d::CCLog("WinSize Height: %f", winSize.height);
/*
* Check if we have scaled beyond our limits
*/
// Check the Width
if(getPositionX() >= 0)
{
// Set the Position
setPositionX(0);
}
// Check the Height
if(getPositionY() >= 0)
{
// Set the Position
setPositionY(0);
}
setPosition(ccpClamp(getPosition(),
ccp(-(rightBoundary - winSize.width),
-(topBoundary - winSize.height)),
ccp(0,0)));
}
void MapLayer::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
// Verify that we are Panning the Map
if(pTouches->count() == 1)
{
// Grab the touch to handle the pan
CCTouch * panTouch = (CCTouch *)pTouches->anyObject();
// Get the touch and previous touch
CCPoint touchLocation = panTouch->getLocationInView();
CCPoint previousLocation = panTouch->getPreviousLocationInView();
// Get the distance for the current and previous touches.
float currentDistanceX = touchLocation.x - previousLocation.x;
float currentDistanceY = touchLocation.y - previousLocation.y;
// Set new position of the layer
setPosition(ccp(getPosition().x + currentDistanceX, getPosition().y - currentDistanceY));
}
// Verify that we are Zooming the Map
else if (pTouches->count() == 2)
{
// Grab Touch One
CCTouch * touchOne = (CCTouch *)pTouches->anyObject();
// Don't grab the same Touch
pTouches->removeObject(touchOne);
// Grab Touch Two
CCTouch * touchTwo = (CCTouch *)pTouches->anyObject();
// Get the touches and previous touches.
CCPoint touchLocationOne = touchOne->getLocationInView();
CCPoint touchLocationTwo = touchTwo->getLocationInView();
CCPoint previousLocationOne = touchOne->getPreviousLocationInView();
CCPoint previousLocationTwo = touchTwo->getPreviousLocationInView();
// Get the distance for the current and previous touches.
float currentDistance = sqrt(pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) +
pow(touchLocationOne.y - touchLocationTwo.y, 2.0f));
float previousDistance = sqrt(pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) +
pow(previousLocationOne.y - previousLocationTwo.y, 2.0f));
// Get the delta of the distances.
float distanceDelta = currentDistance - previousDistance;
// Next, position the camera to the middle of the pinch.
// Get the middle position of the pinch.
CCPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo);
// Then, convert the screen position to node space... use your game layer to do this.
pinchCenter = convertToNodeSpace(pinchCenter);
// Finally, call the scale method to scale by the distanceDelta, pass in the pinch center as well.
// Also, multiply the delta by PINCH_ZOOM_MULTIPLIER to slow down the scale speed.
scale(getScale() + (distanceDelta * PINCH_ZOOM_MULTIPLIER), pinchCenter);
}
/*
* Verify that the new position is within our bounding box, otherwise lock it
*/
checkBoundingBox();
}
노드가 회전하면 어떻게됩니까? –