Cocos2D:直到我稍微移动地图,CCParallaxNode才会显示

问题描述

| 我正在使用Cocos2D 0.99.5。我有一个CCParallaxNode,其中添加了背景精灵。由于某些原因,直到我启动地图后,它们都不会显示。滚动随着玩家的动作缓慢移动。 我有这个添加到初始化:
    winSize = [CCDirector sharedDirector].winSize;

    bgMountainsMax = floor(winSize.width/240)+1;

    if((int)winSize.width%240 > 0){
        bgMountainsBumper = ((int)winSize.width%240)/bgMountainsMax;
    }else{
        bgMountainsBumper = 0;
    }

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

    CGPoint mountainSpeed = ccp(0.5,0.5);

    bgMountains = [[NSMutableArray alloc] initWithCapacity: bgMountainsMax];

    for(int i=0; i<bgMountainsMax; ++i){
        mountain = [CCSprite spriteWithFile:@\"mountainBG1.png\"];
        mountain.opacity = 80;
        [bgMountains insertObject:mountain atIndex:i];

        [backgroundNode addChild:[bgMountains objectAtIndex:i] z:0 parallaxRatio:mountainSpeed positionOffset:ccp((240*i)+(bgMountainsBumper*i),98)];

    }
并添加了更新:
    for (CCSprite *mountainNum in bgMountains) {
    if ([backgroundNode convertToWorldSpace:mountainNum.position].x < -(240/2)) {
        [backgroundNode incrementOffset:ccp(winSize.width+(240),0) forChild:mountainNum];
    }

    if ([backgroundNode convertToWorldSpace:mountainNum.position].x > winSize.width+(240/2)) {          
        [backgroundNode incrementOffset:ccp(-(winSize.width+240),0) forChild:mountainNum];
    }
}
    

解决方法

        我认为您应该在init结束时调用一次update函数
[backgroundNode incrementOffset:ccp(winSize.width+(240),0) forChild:mountainNum];
[backgroundNode incrementOffset:ccp(-(winSize.width+240),0) forChild:mountainNum];
如果没有条件,请先进行设置。     

相关问答

依赖报错 idea导入项目后依赖报错,解决方案:https://blog....
错误1:代码生成器依赖和mybatis依赖冲突 启动项目时报错如下...
错误1:gradle项目控制台输出为乱码 # 解决方案:https://bl...
错误还原:在查询的过程中,传入的workType为0时,该条件不起...
报错如下,gcc版本太低 ^ server.c:5346:31: 错误:‘struct...