我试图让我的边界框正常工作,但是当地图被缩放时一直失败。我真的可以在这里使用一些帮助,因为这是我存在的祸根。
简而言之,我有 1 个场景,2 层。一层是HUD,另一层是地图。该地图是一个图层,它通过从一个大的切片图像中平铺 100 个图像来渲染。我将这些图像缩放到给定的空间缩放比例,它们在各种尺寸下看起来都很棒。当我尝试在缩放时为地图的宽度/高度设置边界框时会出现问题。我无法让它正确锁定(只有右边界和上边界,左和下工作正常)。作为一个仅供参考,当 Scale 等于 1 时,这会很好地工作,但是一旦我缩放,一切都变得很尴尬,很可能是由于我缩放 Sprite 时 Map Tiles 的 X、Y 变化。
请帮忙,因为我不知道我做错了什么,也无法绕开这些空格......这里有一些代码可以提供帮助:
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();
}