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我正在构建一个具有主菜单层和背景层(用于游戏)的应用程序。我在两个地方加载完全相同的 CCParallax 节点代码,使用相同的图像来创建无限滚动背景。

在游戏背景层上,背景适当地显示和滚动。但是,在主菜单层上,背景的缩放比例很奇怪(它们不会占据整个屏幕),并且也不能适当地滚动(可能是因为缩放以某种方式关闭,所以偏移不起作用)。

这是主菜单上背景的屏幕截图: 主菜单背景

这里是背景层(绿线是游戏的一部分): 游戏背景

几乎看起来菜单层正在添加文件的非视网膜显示版本,但如果我将模拟器加载到 iPhone(非视网膜)模式,meny 背景仍然很遥远:

非视网膜菜单背景

加载两者的代码几乎相同。

这是主菜单加载器代码:

-(id)init {
    self = [super init];
    if (self != nil) {
        CGSize winSize = [CCDirector sharedDirector].winSize;

        _backgroundNode = [CCParallaxNode node];
        [self addChild:_backgroundNode z:-1];

        _backgroundGrid1 = [CCSprite spriteWithFile:@"grid.png"];
        _backgroundCircuits1 = [CCSprite spriteWithFile:@"bg-circuits.png"];

        _backgroundGrid1.anchorPoint = CGPointMake(0,0);
        _backgroundCircuits1.anchorPoint = CGPointMake(0,0);
        CGPoint gridSpeed = ccp(0.05, 0.05);
        CGPoint circuitSpeed = ccp(0.1, 0.1);

        [_backgroundNode addChild:_backgroundGrid1 z:1 parallaxRatio:gridSpeed positionOffset:ccp(0,-winSize.height)];
        [_backgroundNode addChild:_backgroundCircuits1 z:0 parallaxRatio:circuitSpeed positionOffset:ccp(0,-winSize.height)];

        [self scheduleUpdate];
    }
    return self;
}

- (void)update:(ccTime)dt {

    CGPoint backgroundScrollVel = ccp(0, 1000);
    _backgroundNode.position = ccpAdd(_backgroundNode.position, ccpMult(backgroundScrollVel, dt));

    NSArray *backgroundGrids = [NSArray arrayWithObjects:_backgroundGrid1, nil];
    for (CCSprite *b in backgroundGrids) {
        if ([_backgroundNode convertToWorldSpace:b.position].y > 0) {
            [_backgroundNode incrementOffset:ccp(0,-(b.contentSize.height/3)) forChild:b];
        }
    }

    NSArray *backgroundCircuits = [NSArray arrayWithObjects:_backgroundCircuits1, nil];
    for (CCSprite *bc in backgroundCircuits) {
        if ([_backgroundNode convertToWorldSpace:bc.position].y > 0) {
            [_backgroundNode incrementOffset:ccp(0,-(bc.contentSize.height/3)) forChild:bc];
        }
    } 
}

这是背景层的代码:

- (id)init
{
    self = [super init];
    if (self != nil) {
        CGSize winSize = [CCDirector sharedDirector].winSize;

        _backgroundNode = [CCParallaxNode node];
        [self addChild:_backgroundNode z:-1];

        _backgroundGrid1 = [CCSprite spriteWithFile:@"grid.png"];
        _backgroundCircuits1 = [CCSprite spriteWithFile:@"bg-circuits.png"];
        _backgroundGrid1.anchorPoint = CGPointMake(0,0);
        _backgroundCircuits1.anchorPoint = CGPointMake(0,0);
        CGPoint gridSpeed = ccp(0.05, 0.05);
        CGPoint circuitSpeed = ccp(0.1, 0.1);

        [_backgroundNode addChild:_backgroundGrid1 z:1 parallaxRatio:gridSpeed positionOffset:ccp(0,-winSize.height)];
        [_backgroundNode addChild:_backgroundCircuits1 z:0 parallaxRatio:circuitSpeed positionOffset:ccp(0,-winSize.height)];

    [self scheduleUpdate];

    return self;
}

- (void)update:(ccTime)dt {

    CGPoint backgroundScrollVel = ccp(0, 1000);
    _backgroundNode.position = ccpAdd(_backgroundNode.position, ccpMult(backgroundScrollVel, dt));

    NSArray *backgroundGrids = [NSArray arrayWithObjects:_backgroundGrid1, nil];
    for (CCSprite *b in backgroundGrids) {
        if ([_backgroundNode convertToWorldSpace:b.position].y > 0) {
            [_backgroundNode incrementOffset:ccp(0,-(b.contentSize.height/3)) forChild:b];
        }
    }

    NSArray *backgroundCircuits = [NSArray arrayWithObjects:_backgroundCircuits1, nil];
    for (CCSprite *bc in backgroundCircuits) {
        if ([_backgroundNode convertToWorldSpace:bc.position].y > 0) {
            [_backgroundNode incrementOffset:ccp(0,-(bc.contentSize.height/3)) forChild:bc];
        }
    } 
}
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