Cocos2dx_背景层循环滚动
发布时间:2020-12-14 16:25:04 所属栏目:百科 来源:网络整理
导读:function MovieLayer:update(dt)local posY1 = self.m_bg1:getPositionY()local posY2 = self.m_bg2:getPositionY()local speed = 3posY1 = posY1 + speedposY2 = posY2 + speedlocal height = winSize.heightif posY1 height * 1.5 thenposY2 = height * 0.
function MovieLayer:update(dt) local posY1 = self.m_bg1:getPositionY() local posY2 = self.m_bg2:getPositionY() local speed = 3 posY1 = posY1 + speed posY2 = posY2 + speed local height = winSize.height if posY1 > height * 1.5 then posY2 = height * 0.5 posY1 = -height * 0.5 end if posY2 > height * 1.5 then posY1 = height * 0.5 posY2 = -height * 0.5 end self.m_bg1:setPositionY(posY1) self.m_bg2:setPositionY(posY2) end function MovieLayer:init() local m_bg1 = cc.Sprite:create("game_bg1.png") m_bg1:setPosition(cc.p(winSize.width/2,winSize.height/2)) self:addChild(m_bg1) self.m_bg1 = m_bg1 local m_bg2 = cc.Sprite:create("game_bg1.png") m_bg2:setPosition(cc.p(winSize.width/2,-winSize.height/2)) self:addChild(m_bg2) self.m_bg2 = m_bg2 local function updateFunc(dt) self:update(dt) end if self.updateHandler == nil then self.updateHandler = scheduler:scheduleScriptFunc(updateFunc,false) end end (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |