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Cocos2d iphone Cocos2d-x转换节点空间锚点_Cocos2d Iphone_Cocos2d X_Cocos2d X 3.0 - Fatal编程技术网

Cocos2d iphone Cocos2d-x转换节点空间锚点

Cocos2d iphone Cocos2d-x转换节点空间锚点,cocos2d-iphone,cocos2d-x,cocos2d-x-3.0,Cocos2d Iphone,Cocos2d X,Cocos2d X 3.0,嗨,我对convertToNodeSpace方法有点意见。 当我将精灵的锚点设置为0.5、0.5时,convertToNodeSpace无法正常工作 示例锚点0,0和1,1有效 Sprite *sprite1 = Sprite::create("CloseNormal.png"); sprite1->setPosition(Vec2(20,40)); sprite1->setAnchorPoint(Vec2(0,0)); this->addChild(sprite1); Sp

嗨,我对convertToNodeSpace方法有点意见。 当我将精灵的锚点设置为0.5、0.5时,convertToNodeSpace无法正常工作

示例锚点0,0和1,1有效

Sprite *sprite1 = Sprite::create("CloseNormal.png");
sprite1->setPosition(Vec2(20,40));
sprite1->setAnchorPoint(Vec2(0,0));
this->addChild(sprite1);

Sprite *sprite2 = Sprite::create("CloseNormal.png");
sprite2->setPosition(Vec2(5,-20));
sprite2->setAnchorPoint(Vec2(1,1));
this->addChild(sprite2);

Vec2 point1 = sprite1->convertToNodeSpace(sprite2->getPosition());
输出位置为预期的(-15.000000,-60.000000) 但是当我将两个锚点都更改为0.5时,我得到以下输出

Sprite *sprite1 = Sprite::create("CloseNormal.png");
sprite1->setPosition(Vec2(20,40));
sprite1->setAnchorPoint(Vec2(0.5,0.5));
this->addChild(sprite1);

Sprite *sprite2 = Sprite::create("CloseNormal.png");
sprite2->setPosition(Vec2(5,-20));
sprite2->setAnchorPoint(Vec2(0.5,0.5));
this->addChild(sprite2);
输出位置=(-5.625001,-50.625000)


将精灵添加到节点时,0.5 0.5定位点用于设置位置。也许我错过了什么?这个输出对我来说似乎很奇怪

请提供“CloseNormal.png”纹理大小convertToNodeSpace就是解决方案