如何在cocos2d-x2.1.4中复制精灵的精灵

How to duplicate sprite of sprites in cocos2d-x 2.1.4

本文关键字:精灵 复制 cocos2d-x2      更新时间:2023-10-16

好吧,我的问题很简单,我从cocos2d-x编程开始,我试图制作一个平铺的无限背景,比如说我有一个我想无限重复的图像的png作为背景,我所做的是创建一个Sprite作为容器,然后我添加了具有相同图像的Sprite,一个接一个,覆盖了大约110%的屏幕,然后,在太空游戏教程之后,我再次创建了相同的精灵精灵作为第二个背景,并将其用作两个相同的大图像来无限滚动。。。它工作得很完美。。。但我想知道是否可以通过复制第一个来创建第二个精灵。一些代码可能会清除我的情况:

这在init():中

acum = 0.0;
city1 = CCSprite::create();
for(int i = 0; i < 12; ++i) {
    CCSprite *city = CCSprite::createWithSpriteFrameName("env_buildings_background2.png");
    city->setPosition(ccp(acum, 0));
    city1->addChild(city);
    acum+= city->getContentSize().width*0.99;
}
city1->setContentSize(ccp(acum, 0));
city2 = CCSprite::create();
acum = 0.0;
for(int i = 0; i < 12; ++i) {
    CCSprite *city = CCSprite::createWithSpriteFrameName("env_buildings_background2.png");
    city->setPosition(ccp(acum, 0));
    city2->addChild(city);
    acum+= city->getContentSize().width*0.99;
}
city2->setContentSize(ccp(acum, 0));
_backgroundNode->addChild(city1, -1 , buildingspeed, ccp(0, winSize.height * 0.6));
_backgroundNode->addChild(city2, -1 , buildingspeed, ccp(city1->getContentSize().width, winSize.height * 0.6));
printf("%f - %fn", city1->getContentSize().width, city2->getContentSize().width);

主要的问题是,我需要从city1创建city2,而不仅仅是重复代码。。。有办法做到这一点吗?我在CCSprite中没有看到允许我这样做的构造函数…

这在update()中:

CCArray *cities = CCArray::createWithCapacity(2);
cities->addObject(city1);
cities->addObject(city2);
for ( int ii = 0; ii <cities->count(); ii++ ) {
    CCSprite * city = (CCSprite *)(cities->objectAtIndex(ii));
    float xPosition = _backgroundNode->convertToWorldSpace(city->getPosition()).x;
    float size = city->getContentSize().width;
    if ( xPosition < -size ) {
        _backgroundNode->incrementOffset(ccp(city->getContentSize().width*2,0),city);
    }
}

我会感谢任何帮助,提前谢谢。

此代码将创建citySprite的精确快照。由于这是一个快照,您将无法访问其中包含的精灵。因为它们现在嵌入到图像或精灵本身中。

float citySpriteWidth = 480;
float citySpriteHeight = 320;
//Set position in order to make it fit inside CCRenderTexture (You can change this later)
citySprite->setPosition(ccp(citySpriteWidth/2, citySpriteHeight/2));
CCRenderTexture *render = CCRenderTexture::renderTextureWithWidthAndHeight(citySpriteWidth, citySpriteWidth);
render->beginWithClear(0, 0, 0, 0);
citySprite->visit();
render->end();
CCTexture2D *tex = render->getSprite()->getTexture();
CCSprite *newCitySprite = CCSprite::spriteWithTexture(tex);
newCitySprite->setFlipY(true);  //Texture might be upside down

希望这对你的要求有所帮助。

否则,如果您的问题只是代码重复。然后你可以写一个函数,它会给你你的城市精灵包含其他像这样的精灵。并拨打你想要的次数。

CCSprite* creteCitySprite()
{
     float acum = 0.0;
     CCSprite *city1 = CCSprite::create();
     for(int i = 0; i < 12; ++i)
     {
          CCSprite *city = CCSprite::createWithSpriteFrameName("env_buildings_background2.png");
          city->setPosition(ccp(acum, 0));
          city1->addChild(city);
          acum+= city->getContentSize().width*0.99;
     }
     city1->setContentSize(CCSizeMake(acum, 0));
     return city1;
}

编辑:这给了你想要的。但我想说的是,你添加到城市1中的子精灵将保持不变。

 CCSptire *getSpriteFromSprite(CCSprite *citySprite, float citySpriteWidth, float citySpriteHeight)
{
    CCPoint prevPosition = citySprite->getPosition();
    //Set position in order to make it fit inside CCRenderTexture (You can change this later)
    citySprite->setPosition(ccp(citySpriteWidth/2, citySpriteHeight/2));
    CCRenderTexture *render = CCRenderTexture::renderTextureWithWidthAndHeight(citySpriteWidth, citySpriteWidth);
    render->beginWithClear(0, 0, 0, 0);
    citySprite->visit();
    render->end();
    citySprite->setPosition(prevPosition);
    CCTexture2D *tex = render->getSprite()->getTexture();
    CCSprite *newCitySprite = CCSprite::spriteWithTexture(tex);
    newCitySprite->setFlipY(true);  //Texture might be upside down
}