I want to set the contentsize of scrollayer.
I have a scrollayer, it's CCLayer type and moving is set by ccTouchMove. I have one schedule for smoothing. BUT.
Problem is that scrolling layer is big like the whole display. I want to set the contentsize of scrollayer. Content in this layer will be scroll and showing ONLY in this layer. Not taking up the whole display. Something like this
Scrolling just in gray CCLayer (scrollayer) ....NOT WHOLE SCREEN.
Can you help me?
P.S.: Setting CCLayerColor and initWithColor:Width:Height: is not working. It just makes some stupid color box and it's moving too.
ok, honestly i would put the window frame at a higher z than the scrolling object ... if you dont you may have to crop and change sprite on the fly for the window content, nasty (at least that is the one way i could do this, without further research).
so :
// initialize this logic somewhere useful
CCNode scrollableContent;
CCSprite windowFrame;
BOOL isScrollPossible;
[self addChild:scrollableContent z:0];
[self addChild:windowFrame z:1];
// and in the touch delegate methods
-(void) ccTouchBegan:{
check if the touch happened in the window, if yes, scrolling is possible
}
-(void) ccTouchMoved:{
if (isScrollPossible) {
compute displacement
compute nextPosition for scrollableContent node;
if ( nextPosition in window ) {
// make scrollableContent follow touch
scrollableContent.position=nextPosition;
} else {
// stop any further scrolling until the next 'touch began'
isScrollPossible=NO;
}
} else {
// scroll not possible, do nothing
}
}
This is the basic idea. You may need clamping logic to prevent the creeping of scrollableContent beyond the edges of the window.
Edited for typos.
After trying desperately with masking and GL_SCISSOR, I settled on cutting a hole in the foreground and only moving the background object when onTouchMoved updated.
To see it in action, have a look at the Stats page of Angry Gran.
Related
I'm following the tutorial here to mimic Flappy Bird. At the part to scroll the game scene:
- (void)update:(CCTime)delta {
_hero.position = ccp(_hero.position.x + delta * scrollSpeed, _hero.position.y);
_physicsNode.position = ccp(_physicsNode.position.x - (scrollSpeed *delta), _physicsNode.position.y);
...
}
Ideally the whole world will scroll left, and _hero (which is a child node of _physicsNode) move right with the same speed it would stay still on the screen. But when I run the code on simulator the _hero sprite just blast off to the right at the speed of light (about 10~20 times faster than the scrolling speed of _physicsNode). The _physicsNode and every other things inside it is scrolling left at normal speed as intended.
If I don't give _hero any movement it would scroll along with _physicsNode normally.
I have tried other method like using CCAction at game start:
CCAction *moveAction = [CCActionMoveBy actionWithDuration:1 position:ccp(-scrollSpeed,0)];
CCActionRepeatForever *repeatAction = [CCActionRepeatForever actionWithAction:(CCActionInterval *)moveAction];
[_physicsNode runAction:repeatAction];
And still get the same result. The speed value that _hero receive is always different from the speed that _physicsNode receive.
Could anyone explain to me why this is happening and how to fix it?
I'm using cocos2d 3.3 if it helps.
I finally figured it out.
The _hero node had its positionType set to CCPositionTypeNormalized (because I was trying to center him on the screen) while the _physicNode has its positionType as CCPositionTypePoints. Any change to the node's position (including movement actions) are based on the node's positionType. The result is that when I move the _hero node by 2, it doesn't move 2 points but 2% of the parent node's width instead.
I fixed it by aligning the _hero on SpriteKit using CCPositionTypeNormalized, then switching it to CCPositionTypePoints at game start.
I am working in Cocos2d and xcode to create a side scrolling game.
I have an issue with my coding for adding a background to the levelscene.
I tried to implement a parallax background to no avail so have opted to just have a background the player will scroll across.
But at the moment the background follows the player across the screen, which frankly looks rubbish.
The code I have is
(void)setupParallax {
NSString *backgroundName = [self.tilemap propertyNamed:#"BackgroundImage"];
CCSprite *background = [CCSprite spriteWithFile:[AssetHelper getDeviceSpecificFileNameFor:[NSString stringWithFormat:#"background-noon.png]]];
background.anchorPoint = ccp(0,0);
background.position = CGPointMake(0, 0);
[self addChild:background z:0];
}
I know it must be something with either the position or anchorPoint but these values only change with reference to the screen they are loaded on.
Have you looked at this tutorial on doing parallax scrolling in cocos2d-x?
You an do parallax scrolling by hand...but it will probably easier, at least if you are just starting out, to do it using the CCParallaxNode and let the framework do the heavy lifting for you.
I'm trying to control the order in which CCSprites are being layered one on top of the other. I'd use zOrder, but I'm animating characters made up of articulated sprites (some sprites parented on others with addChild) and zOrder is only honored among sibling sprites.
Basically, I want to parent my sprites so they can inherit each others' transforms, but I want to determine the draw order.
Looking around, it sounds like using a CCSprite's vertexZ property is the way to go. I've tried that. I set the draw method of my custom CCSprite like so:
- (void)draw
{
glEnable(GL_BLEND);
CHECK_GL_ERROR_DEBUG();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
CHECK_GL_ERROR_DEBUG();
[super draw];
glDisable(GL_BLEND);
}
Each of my sprites now has a zOrder of 0 and a unique vertexZ to layer them as I'd like, but it's not working: any sprite that has a parent is not displayed!
Trying some things, I find if I don't set vertexZ, all sprites are displayed. And if I keep the vertexZs and don't parent, they're all displayed. But with vertexZs set, any child sprite won't display.
What's going on here and how can I get it to work?
Update: More clues. I can comment out the GL functions around my call to [super draw] entirely and the results are the same. Also, it turns out child sprites with a vertexZ do display, but wherever they overlap any other sprite they go invisible. The purple paper sprite is a child of the creature's left forearm sprite (on screen right) yet should go on top of it.
For the picture above, I'm basically doing this in my CCLayer. I want the parenting, but I want hand and paper to be on the top.
[self addChild:lUpperarm];
[self addChild:lForearm];
[self addChild:face];
[self addChild:rUpperarm];
[self addChild:rForearm];
[lForearm addChild:handAndPaper];
lUpperarm.vertexZ = -100;
lForearm.vertexZ = -99;
face.vertexZ = -98;
rUpperarm.vertexZ = -97;
rForearm.vertexZ = -96;
handAndPaper.vertexZ = -95;
This is how I want it to look. (I changed the last line to [self addChild:handAndPaper] which loses lForearm's transformations, not what I want.)
Update 2: Some have suggested I add all children with zOrder set to -1: e.g. [lForearm addChild:handAndPaper z:-1]. This changed things a little, but still didn't fix it, alas. Seems either vertexZ is not determining draw order and/or the blending is wrong.
I dealt with this issue when writing an RPG with Cocos2d. The problem is the alpha blending. As you are seeing, the paper is being covered up by the left arm sprite, even though it is transparent. For some reason, when Cocos2d's vertexZ technique is used, this problem can sometimes occur. To fix it, you can try changing your alpha blending level. Try 0.0, 0.5 and 1.0:
-(void) draw
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
[super draw];
glDisable(GL_ALPHA_TEST);
}
If that doesn't work, then I recommend a complete workaround solution. Keep all your sprites as part of the same parent node and use regular z ordering. It's not an ideal solution, but if you use a "meta" parent node then you can still transform all the children easily.
While adding only u can control z-order?
[self addChild:lUpperarm z:1];
[self addChild:lForearm z:2];
[self addChild:face z:3];
[self addChild:rUpperarm z:4];
[self addChild:rForearm z:5];
[lForearm addChild:handAndPaper z:6];
I can't be sure that this is your problem but I've had issues in the past when playing with draw() and it turned out to be that I wasn't resetting the blendfunc at the end of the call.
Here's a draw function I use that does some basic drawing with some transparency. Again, no guarantees.
- (void) draw {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ccDrawSolidPoly(vertices, 4, fillColor);
// This is the important bit. Must do this last.
//
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
}
set higher z value to set object on top. and lower z value to set in back..
When I do page transition that shows the outside part of the stage (like CCTransitionFlipX), I can briefly see the sprites outside the screen while transition. It is really annoying. I thought I can manually check the position of the sprite in realtime and remove if it is off the screen. But that won't work if that sprite is partially outside. Is there something like UIKit's clipSubviews in cocos2d?
There's a ClippingNode class that might help.
Since the flip animation allows the user to see more than just the visible screen area, because the screen rotates, I think the behavior you observed may be expected.
i would like to change the screen size so that sprites will disappear before they reach the real screen edges.
BUT i still want my background to stay on all of the screen size.
Imagine a paper on my screen so i want to game to exist only on that paper, and around that paper there still will be some background.
so, how do i set my CCSprites to move in and out from that paper and slowly disappear when coming to its edges ?
my sprites are moves with : (i need to put some code to get published cause site "standard" )
id moveclouds1 = [CCMoveTo actionWithDuration:30 position:ccp(420,380)];
thanks.
you can use glscissor for that
simply subclass a CCLayer to make your "paper screen". Then add you sprites inside this layer.
on this layer override the visit method
- (void) visit
{
glPushMatrix();
glEnable(GL_SCISSOR_TEST);
glScissor(x,y, width, height); //here put the position and the size of the paper/screen
[super visit];
glDisable(GL_SCISSOR_TEST);
glPopMatrix();
}
a sprite reaching the border of the paper/screen will be scissored off.
REMEMBER: glScissor will use PIXEL values not points, so it`s your job to use double values for retina display ( CC_CONTENT_SCALE_FACTOR() can come in handy )