我正在尝试更改我的Sprite锚点,以便旋转0.0f,0.0f的锚点。起初,我的对象是在默认锚点(0.5f,0.5f)的旋转。不过后来我需要它旋转0.0,0.0 AnchorPoint。更改Sprite Anchorpoint而不移动它?
问题是我无法更改锚点并相应地更改位置,因此它保持在相同的位置,而不显示对象快速移动并重新定位到其原始点。
有没有一种方法可以一次设置我的Sprite的锚点和位置,而不会移动它?谢谢。
-Oscar
我正在尝试更改我的Sprite锚点,以便旋转0.0f,0.0f的锚点。起初,我的对象是在默认锚点(0.5f,0.5f)的旋转。不过后来我需要它旋转0.0,0.0 AnchorPoint。更改Sprite Anchorpoint而不移动它?
问题是我无法更改锚点并相应地更改位置,因此它保持在相同的位置,而不显示对象快速移动并重新定位到其原始点。
有没有一种方法可以一次设置我的Sprite的锚点和位置,而不会移动它?谢谢。
-Oscar
这是一个很好的问题,我不知道全部答案。
正如您可能已经注意到的那样,在不影响比例和旋转的情况下,不能更改anchorPoint。
调整后的精灵:
你必须同时改变anchorPoint和你的精灵的位置。见this question for a hint
对于旋转精灵:
直觉说,你需要同时改变anchorPoint,旋转和位置。 (我不知道如何计算这一点。)
注:我还在学习图形编程,所以我不是100%能够计算这个东西呢。
我找到了解决这个与一个UIView其他地方,并改写了它的cocos2d:
- (void)setAnchorPoint:(CGPoint)anchorPoint forSprite:(CCSprite *)sprite
{
CGPoint newPoint = CGPointMake(sprite.contentSize.width * anchorPoint.x, sprite.contentSize.height * anchorPoint.y);
CGPoint oldPoint = CGPointMake(sprite.contentSize.width * sprite.anchorPoint.x, sprite.contentSize.height * sprite.anchorPoint.y);
newPoint = CGPointApplyAffineTransform(newPoint, [sprite nodeToWorldTransform]);
oldPoint = CGPointApplyAffineTransform(oldPoint, [sprite nodeToWorldTransform]);
CGPoint position = sprite.position;
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
sprite.position = position;
sprite.anchorPoint = anchorPoint;
}
我相信你提到的“别处”是http://stackoverflow.com/a/5666430/108574。尽管如此,工作解决方案仍然是+1。 – 2012-08-06 13:44:18
我需要这几次并决定为CCNode一个扩展,测试了升技和似乎工作正常。可以真的有用:)
它用1.x测试,但它应该在2.x也很好。支持转换节点和HD。
只需将其添加到您的项目并在需要时随时导入 - 它将被添加到从CCNode派生的所有类中。 (CCSprite,CCLayer)
接口
#import "cocos2d.h"
@interface CCNode (Extensions)
// Returns the parent coordinate for an anchorpoint. Useful for aligning nodes with different anchorpoints for instance
-(CGPoint)positionOfAnchorPoint:(CGPoint)anchor;
// As above but using anchorpoint in points rather than percentage
-(CGPoint)positionOfAnchorPointInPoints:(CGPoint)anchor;
//Sets the anchorpoint, to not move the node set lockPosition to `YES`. Setting it to `NO` is equal to setAnchorPoint, I thought this would be good for readability so you always know what you do when you move the anchorpoint
-(void)setAnchorPoint:(CGPoint)a lockPosition:(BOOL)lockPosition;
@end
实施
#import "CCNode+AnchorPos.h"
@implementation CCNode (Extensions)
-(CGPoint)positionOfAnchorPoint:(CGPoint)anchor
{
float x = anchor.x * self.contentSizeInPixels.width;
float y = anchor.y * self.contentSizeInPixels.height;
CGPoint pos = ccp(x,y);
pos = CGPointApplyAffineTransform(pos, [self nodeToParentTransform]);
return ccpMult(pos, 1/CC_CONTENT_SCALE_FACTOR());
}
-(CGPoint)positionOfAnchorPointInPoints:(CGPoint)anchor;
{
CGPoint anchorPointInPercent = ccp(anchor.x/self.contentSize.width, anchor.y/self.contentSize.height);
return [self positionOfAnchorPoint:anchorPointInPercent];
}
-(void)setAnchorPoint:(CGPoint)a lockPosition:(BOOL)lockPosition
{
CGPoint tempPos = [self positionOfAnchorPoint:a];
self.anchorPoint = a;
if(lockPosition)
{
self.position = tempPos;
}
}
@end
非常感谢:D – 2014-07-10 17:06:36
的Cocos2D-X +固定规模
YourClass.h
virtual cocos2d::Vec2 positionFromSprite(cocos2d::Vec2 newAnchorPoint, cocos2d::Sprite *sprite);
YourClass。m
Vec2 YourClass::positionFromSprite(Vec2 newAnchorPoint, cocos2d::Sprite *sprite) {
Rect rect = sprite->getSpriteFrame()->getRect();
Vec2 oldAnchorPoint = sprite->getAnchorPoint();
float scaleX = sprite->getScaleX();
float scaleY = sprite->getScaleY();
Vec2 newPoint = Vec2(rect.size.width * newAnchorPoint.x * scaleX, rect.size.height * newAnchorPoint.y * scaleY);
Vec2 oldPoint = Vec2(rect.size.width * oldAnchorPoint.x * scaleX, rect.size.height * oldAnchorPoint.y * scaleY);
Vec2 position = sprite->getPosition();
position.x -= oldPoint.x;
position.x += newPoint.x;
position.y -= oldPoint.y;
position.y += newPoint.y;
return position;
}
你在说什么样的精灵? – 2010-01-18 21:34:41
对不起,我忘了包括。我正在讨论关于iPhone Sprites的openGL 2.0。 – 2010-01-20 14:57:17
也许你的意思是cocos2d? OpenGL没有“iPhone Sprite”。 – bentford 2010-04-14 08:44:44