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How you can resolve this query – C++


After I use the next code, I can see the “node2” sprite after working this system.

	node2 = Sprite::create("ty.png");
	node2->setPosition(Vec2(700, 600));
	this->addChild(node2,5);
	auto listener = EventListenerKeyboard::create();
	listener->onKeyPressed = [=](cocos2d::EventKeyboard::KeyCode keyCode, Occasion* occasion) {
		keys[keyCode] = true;
	};
	listener->onKeyReleased = [=](cocos2d::EventKeyboard::KeyCode keyCode, Occasion* occasion) {
		keys[keyCode] = false;
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
	this->scheduleUpdate();

However once I add the next code. I can’t see the “node2” sprite after working this system.

	auto s = Director::getInstance()->getWinSize();
	auto pFollow = Comply with::create(node2, Rect(0, 0, s.width + 3840, s.peak)); 
	node2->runAction(pFollow);

Why?


With a purpose to facilitate debugging, I modified the next code, and output the display screen coordinate worth of node2 twice within the code. The code is as follows:

	node2 = Sprite::create("ty.png");
	node2->setPosition(Vec2(700, 700));
	this->addChild(node2,5);
	Vec2 b = this->node2->getPosition();
	CCLOG_VEC2(b);
	auto listener = EventListenerKeyboard::create();
	listener->onKeyPressed = [=](cocos2d::EventKeyboard::KeyCode keyCode, Occasion* occasion) {
		keys[keyCode] = true;
	};
	listener->onKeyReleased = [=](cocos2d::EventKeyboard::KeyCode keyCode, Occasion* occasion) {
		keys[keyCode] = false;
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
	this->scheduleUpdate();
	
	auto s = Director::getInstance()->getWinSize();
	auto pFollow = Comply with::create(node2, Rect(0, 0, s.width + 3840, s.peak)); //3840是整个场景的宽
	node2->runAction(pFollow);
	Vec2 a = this->node2->getPosition();
	CCLOG_VEC2(a);

After executing the ‘Comply with’ animation,
The output worth of the variable ‘b’ and the variable ‘a’ is similar, that’s to say, no matter whether or not the ‘Comply with’ animation is executed or not, the coordinates output by the node2 node are the identical, and they’re all on the display screen.

On this case,
If the ‘Comply with’ animation isn’t added, the node2 node may be seen. After including the ‘Comply with’ animation, why can’t the node2 node be seen after this system runs?

I’m undecided what you imply by “observe animation”, however the observe motion you’ve created seems to be incorrect, because you’re making node2 observe itself.

The cpp-tests mission has numerous examples of right utilization.

Attempt altering this:
node2->runAction(pFollow);
to this
this->runAction(pFollow);

Please select a greater title!

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