5: Game Building Blocks in Objective-C

Generator DataMatrix in Objective-C 5: Game Building Blocks

CHAPTER 5: Game Building Blocks
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CCParallaxNode
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Parallaxing is an effect used in 2D games to give the impression of depth, created by using layered images that move at different rates. The images in the foreground move faster relative to the images in the background. Cocos2d has a specialized node you can use to create this effect. The code to create a CCParallaxNode in Listing 5 17 is also in the ScenesAndLayers08 project.
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Listing 5 17. The CCParallaxNode Requires a Lot of Setup Work, but the Results Are Worth It // Load the sprites for each parallax layer, from background to foreground. CCSprite* para1 = [CCSprite spriteWithFile:@"parallax1.png"]; CCSprite* para2 = [CCSprite spriteWithFile:@"parallax2.png"]; CCSprite* para3 = [CCSprite spriteWithFile:@"parallax3.png"]; CCSprite* para4 = [CCSprite spriteWithFile:@"parallax4.png"]; // Set the correct offsets depending on the screen and image sizes. para1.anchorPoint = CGPointMake(0, 1); para2.anchorPoint = CGPointMake(0, 1); para3.anchorPoint = CGPointMake(0, 0.6f); para4.anchorPoint = CGPointMake(0, 0); CGPoint topOffset = CGPointMake(0, screenSize.height); CGPoint midOffset = CGPointMake(0, screenSize.height / 2); CGPoint downOffset = CGPointZero; // Create a parallax node and add the sprites to it. CCParallaxNode* paraNode = [CCParallaxNode node]; [paraNode addChild:para1 z:1 parallaxRatio:CGPointMake(0.5f, 0) positionOffset:topOffset]; [paraNode addChild:para2 z:2 parallaxRatio:CGPointMake(1, 0) positionOffset:topOffset]; [paraNode addChild:para3 z:4 parallaxRatio:CGPointMake(2, 0) positionOffset:midOffset]; [paraNode addChild:para4 z:3 parallaxRatio:CGPointMake(3, 0) positionOffset:downOffset]; [self addChild:paraNode z:0 tag:ParallaxSceneTagParallaxNode]; // Move the parallax node to show the parallaxing effect. CCMoveBy* move1 = [CCMoveBy actionWithDuration:5 position:CGPointMake(-160, 0)]; CCMoveBy* move2 = [CCMoveBy actionWithDuration:15 position:CGPointMake(160, 0)]; CCSequence* sequence = [CCSequence actions:move1, move2, nil]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:sequence]; [paraNode runAction:repeat];
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To create a CCParallaxNode, you first create the desired CCSprite nodes that make up the individual parallaxing images, then you have to properly position them on the screen. In this case, I chose to modify their anchor points instead as it was easier to align the sprites with the screen borders. The CCParallaxNode is created like any other node, but its children are added using a special initializer. With it you specify the parallaxRatio, which is a CGPoint used as multiplier for any movement of the CCParallaxNode. In this case, the CCSprite para1 would move at half the speed, para2 at normal speed, para3 at double the speed of the CCParallaxNode, and so on. Using a sequence of CCMoveBy actions, the CCParallaxNode is moved from left to right and back. You will notice how the clouds in the background move slowest while the trees and gravel in the foreground scroll by the fastest. This gives the illusion of depth.
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CHAPTER 5: Game Building Blocks
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NOTE: You can t modify the positions of individual child nodes once they are added to the CCParallaxNode. You can only scroll as far as the largest and fastest-moving image before the background shows through. You can see this effect if you modify the CCMoveBy actions to scroll a lot further. You can increase the scrolling distance by adding more of the same sprites with the appropriate offsets. But if you require endless scrolling in one or both directions, you will have to implement your own parallax system. In fact, this is what we re going to do in 7.
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The CCRibbon node creates a band of images, like a chain, or as in Figure 5 4, like a millipede crawling over the parallaxing scene in the ScenesAndLayers09 project.
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Figure 5 4. Nasty. A CCRibbon of spiders. Looks like a millipede crawling over the screen of the ScenesAndLayers09 project. Do you dare to touch it to draw your own sequence of images using the CCRibbon node
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The CCRibbon class, together with touch input, can be used to create the line-drawing effects of popular games. Listing 5 18 shows how the CCRibbon is implemented with the touch events. What s notable is that you can t remove individual points from a CCRibbon. You can only remove the whole CCRibbon by removing it as child from its parent. The width and length parameters of the CCRibbon initializer determine how big individual ribbon elements are drawn. In this case I chose to make is as big as the spider.png image, which is 32 pixels wide and high. If you choose other values, the image will be scaled up or down accordingly.
Listing 5 18. The CCRibbon Class -(void) resetRibbon { // Removes the ribbon and creates a new one. [self removeChildByTag:ParallaxSceneTagRibbon cleanup:YES]; CCRibbon* ribbon = [CCRibbon ribbonWithWidth:32 image:@"spider.png" length:32 color:ccc4(255, 255, 255, 255) fade:0.5f]; [self addChild:ribbon z:5 tag:ParallaxSceneTagRibbon];
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