I have made a code for scrolling a background in Cocos2d to create an effect of a camera, but I cant prevent the camera going beyond the edges of my background. My background is an image that is 1440*1080. My code is:
+(id) scene
{
CCScene* scene = [CCScene node];
TileDemo* layer = [TileDemo node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if ((self = [super init]))
{
self.isTouchEnabled = YES;
CCSprite *Nivel1 = [CCSprite spriteWithFile:@"Nivel1.png"];
Nivel1.position = ccp(0.5f, 0.5f);
[self addChild:Nivel1 z:0 tag:1];
}
return self;
}
-(void) dealloc
{
[super dealloc];
}
-(void) registerWithTouchDispatcher
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
-(BOOL) ccTouchBegan:(UITouch*)touch withEvent:(UIEvent*)event
{
return YES;
}
-(void) ccTouchEnded:(UITouch*)touch withEvent:(UIEvent*)event
{
}
-(void) ccTouchCancelled:(UITouch*)touch withEvent:(UIEvent*)event
{
}
-(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent*)event
{
CGPoint touchLocation = [touch locationInView: [touch view]];
CGPoint prevLocation = [touch previousLocationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation];
CGPoint diff = ccpSub(touchLocation,prevLocation);
CCNode* node = [self getChildByTag:1];
CGPoint currentPos = [node position];
[node setPosition: ccpAdd(currentPos, diff)];
}
@end
you have to calculate maximum and minimum posiible position of your sprite and check it in your
touchMoved:withEvent:method. On my mind, it is easier to calculate these values, when anchorPoint of your sprite is in (0.f, 0.f), instead of standard (0.5f, 0.5f). then your positions will bethen just check if your sprite’s new position is in valid range before set it.