Welcome to Part 7 of my blog series about game development.
Today I'll extend the parallax effect from part 5 of my posts with vertical scrolling. This should increase the illusion of depth. To control the movement I'll use the motion sensors as described in part 6.
Steps to achieve this behavior:
- Scale the width and the height of the background image and implement horizontal and vertical movement of the background image:
- Scale the height of the background tiles which are used for endless scrolling and implement vertical movement for the background tiles:
- Some tricks to get a better effect:
- Use different scale factors for the backgrounds. Farer away means bigger scale factor
- Move backgrounds with different speed. The background which is farest away should be the fastest.
- Move the background image in another direction as the tile backgrounds images
- Physically this is not correct, but enough to create a good illusion. Otherwise the player is distracted to much by the movements
Here's a video which shows the effect:
Now let's integrate this into the MyFirstGame project:
Changes in "ParallaxHandlerNode.h":
-(void)addBackgroundLayer:(NSArray*)tiles DirectionY:(int)directionY StepSize:(float)stepSize ScaleFactorX:(float)scaleFactorX ScaleFactorY:(float)scaleFactorY;
Complete "ParallaxHandlerNode.m":
The main changes are done in:
- "addBackgroundLayer": Extend the method signature to get the scaling and movement informations. Scale the images.
- "scroll": Implement the additional parallax effects
#import "ParallaxHandlerNode.h"
#define cFactorForAngleToGetSpeedX 6
#define cFactorForAngleToGetSpeedY 1.5
@implementation ParallaxHandlerNode
CGSize _containerSize;
NSMutableArray* _directions;
NSMutableArray* _stepsizes;
-(id)initWithSize:(CGSize)size {
_containerSize=size;
// Initialize the Arrays to store the direction and stepsize information
_directions = [[NSMutableArray alloc] init];
_stepsizes = [[NSMutableArray alloc] init];
return [self init];
}
// Add a background layer.
-(void)addBackgroundLayer:(NSArray*)tiles DirectionY:(int)directionY StepSize:(float)stepSize ScaleFactorX:(float)scaleFactorX ScaleFactorY:(float)scaleFactorY{
[_directions addObject:[NSNumber numberWithInt:directionY]];
[_stepsizes addObject:[NSNumber numberWithFloat:stepSize]];
// Create static background
if ([tiles count]==1 ) {
SKSpriteNode *background=[SKSpriteNode spriteNodeWithImageNamed:(NSString*)[tiles objectAtIndex:0]];
// Scale size to enable parallax effect
background.size=CGSizeMake(background.size.width*scaleFactorX, background.size.height*scaleFactorY);
background.position=CGPointMake(_containerSize.width/2, _containerSize.height/2);
[self addChild:background];
} else {
// Create a background for infinite scrolling
// Create a SKNode a root element
SKNode *background=[[SKNode alloc]init];
[self addChild:background];
// Create and add tiles to the node
for (int i=0; i<[tiles count]; i++) {
NSString *item = [tiles objectAtIndex:i];
SKSpriteNode *tile;
if (![item isEqualToString: @""]) {
// Add an emtpy screen
tile=[SKSpriteNode spriteNodeWithImageNamed:item];
// Scale size to enable parallax effect
tile.size=CGSizeMake(tile.size.width, tile.size.height * scaleFactorY);
tile.position=CGPointMake(_containerSize.width/2+(i*_containerSize.width), (_containerSize.width-tile.size.width)/2);
} else {
tile=[[SKSpriteNode alloc] init];
// Scale size to enable parallax effect
tile.size=CGSizeMake(_containerSize.width, _containerSize.height * scaleFactorY);
tile.position=CGPointMake(_containerSize.width/2+(i*_containerSize.width), _containerSize.height/2);
}
[background addChild:tile];
}
// position background at the second screen
background.position=CGPointMake(-_containerSize.width, _containerSize.height/2);
}
}
// Infinite scrolling:
// - Scroll the backgrounds and switch back if the end or the start screen is reached
// - Speed depends on layer to simulate deepth
-(void)scroll:(float)speed {
GLKVector3 vMotionVector = [MotionManagerSingleton getMotionVectorWithLowPass];
float dMotionFactorX=vMotionVector.x*cFactorForAngleToGetSpeedX;
float dMotionFactorY=vMotionVector.y*cFactorForAngleToGetSpeedY;
CGPoint parallaxPos;
for (int i=0; i<self.children.count;i++) {
SKNode *node = [self.children objectAtIndex:i];
SKSpriteNode *spriteNode;
parallaxPos=node.position;
// If more than one screen => Scrolling with tiles
if (node.children.count>0) {
spriteNode = (SKSpriteNode*)[node.children objectAtIndex:0];
parallaxPos.x+=speed*(i+1)*dMotionFactorX; //Changed
if (dMotionFactorX>0) {
if (parallaxPos.x>=0) {
// switch between first and last screen
parallaxPos.x=-_containerSize.width*(node.children.count-1);
}
} else if (dMotionFactorX<0) {
if (parallaxPos.x<-_containerSize.width*(node.children.count-1)) {
// switch between last and first screen
parallaxPos.x=0;
}
}
} else {
spriteNode = (SKSpriteNode*)node;
float dDiff=(spriteNode.size.width - _containerSize.width)/2;
parallaxPos.x+=speed*(i+1)*dMotionFactorX;
if (dMotionFactorX>0) {
if (parallaxPos.x>=_containerSize.width/2+dDiff) {
parallaxPos.x=_containerSize.width/2+dDiff;
}
} else if (dMotionFactorX<0) {
if (parallaxPos.x<_containerSize.width/2-dDiff) {
parallaxPos.x=_containerSize.width/2-dDiff;
}
}
}
// Vertical scrolling
float dDiffY=(spriteNode.size.height - _containerSize.height)/2; // pixels above and below to scroll
float dStepSize=[[_stepsizes objectAtIndex:i] floatValue]; // Scrolling speed depends on level
int iDirection=[[_directions objectAtIndex:i] intValue]; // Scroll backgroundimage in another direction to enhance parallax effect
parallaxPos.y+=speed*dStepSize*dMotionFactorY*iDirection; // Calculate new position
// Check if bounds are reached
if (dMotionFactorY*iDirection>0) {
if (parallaxPos.y>=_containerSize.height/2+dDiffY) {
parallaxPos.y=_containerSize.height/2+dDiffY;
}
} else {
if (parallaxPos.y<_containerSize.height/2-dDiffY) {
parallaxPos.y=_containerSize.height/2-dDiffY;
}
}
// Set the new position
node.position = parallaxPos;
}
}
@end
Changes in "GameScene.m":
// Add the background elements for parallax scrolling
-(void)addBackgrounds {
// Array contains the name of the background tiles. "" for adding an empty screen
NSArray *nameBackground = [NSArray arrayWithObjects: @"Background", nil];
NSArray *nameBush = [NSArray arrayWithObjects:@"BackgroundBushLeft", @"BackgroundBushRight", @"", @"BackgroundBushLeft", nil];
NSArray *nameTree = [NSArray arrayWithObjects:@"BackgroundTreeLeft", @"BackgroundTreeRight", @"BackgroundTreeLeft" ,nil];
NSArray *nameGrass = [NSArray arrayWithObjects:@"", @"BackgroundGrassCenter", @"", nil];
// Root node which contains the tree of backgrounds/background tiles
background = [[ParallaxHandlerNode alloc] initWithSize:self.size];
[self addChild:background];
// Move background which is farest away fastest => Physically not correct, but enough to realize illusion of depths. Otherwise the player is distracted to much by the movements
[background addBackgroundLayer:nameBackground DirectionY:-1 StepSize:0.9 ScaleFactorX:1.2 ScaleFactorY:1.09];
[background addBackgroundLayer:nameBush DirectionY:1 StepSize:0.7 ScaleFactorX:1.0 ScaleFactorY:1.07];
[background addBackgroundLayer:nameTree DirectionY:1 StepSize:0.5 ScaleFactorX:1.0 ScaleFactorY:1.05];
[background addBackgroundLayer:nameGrass DirectionY:1 StepSize:0.3 ScaleFactorX:1.0 ScaleFactorY:1.03];
}
As always you can download the complete project from GitHub: v0.6.1
That's all for today.
In my next post I'll use a Delegate Pattern to add a HUD (Head Up Display) to my game.
Cheers,
Stefan
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