CCParallaxScrollNode for cocos2d, Created by Aram Kocharyan http://ak.net84.net/
Easy to use parallax scroll class, with ability to create infinite/repeating parallax effects (like in the cartoons). Add sprites and it'll do the rest. Uses CCSpriteBatchNode for more efficient rendering when using a lot of sprites, if you want it to.
For infinite parallax, the idea is to have two seamless (can be repeated) CCSprite objects. When one moves off the screen, it is placed behind the second object, this continues and creates the effect of an endless background etc. Preferably, each image should be at least as wide as the screen, but this class lets you use as many CCSprites as you like, so you could have 10 if you like... The minimum number to pull off the trick is 2 images at least as wide as the screen, but this restriction isn't enforced.
Note that this class can be used just for a repeating background, it would be parallax if you had another set of CCSprites on top that moved at a different speed ratio.
// EASY WAY FOR INFINITE PARALLAX
// Uses CCSpriteBatchNode for more efficient rendering when using a lot of sprites
parallax = [CCParallaxScrollNode makeWithBatchFile:@"parallax"];
// Create sprites (this refers to frames loaded by CCParallaxScrollNode, used for CCSpriteBatchNode)
CCSprite *clouds1 = [CCSprite spriteWithSpriteFrameName:@"clouds1.png"];
CCSprite *clouds2 = [CCSprite spriteWithSpriteFrameName:@"clouds2.png"];
// Easier way, the X in ScrollX means we will be moving in X axis, so line up sprites left to right
[parallax addInfiniteScrollXWithZ:0 Ratio:ccp(0.5,0.5) Pos:ccp(100,100) Objects:clouds1, clouds2, nil];
// Add to layer, sprite, etc.
[self addChild:parallax z:-1];
// MANUALLY - MORE CONTROL
// Doesn't use CCSpriteBatchNode
parallax = [CCParallaxScrollNode node];
// Create sprites from file
CCSprite *clouds1 = [CCSprite spriteWithFile:@"clouds1.png"];
CCSprite *clouds2 = [CCSprite spriteWithFile:@"clouds2.png"];
// Create 2 sprites, as one leaves screen, it is placed behind the other.
// This is what easy way does using addInfiniteObjects.
float totalWidth = 2 * clouds1.contentSize.width;
// Manually specify offset once the sprite moves off screen (e.g. to move it behind next object)
[parallax addChild:clouds1 z:0 Ratio:ccp(0.5,0.5) Pos:ccp(0,100) ScrollOffset:ccp(totalWidth,0)];
[parallax addChild:clouds2 z:0 Ratio:ccp(0.5,0.5) Pos:ccp(clouds1.contentSize.width,100) ScrollOffset:ccp(totalWidth,0)];
// Add to layer, sprite, etc.
[self addChild:parallax z:-1];
// MOVING THE PARALLAX
This part's the whole point. You need to tell the parallax to move, you can use:
float myVelocity = -4;
[parallax updateWithVelocity:ccp(myVelocity, 0) AndDelta:dt];
in your update method, with -4 meaning move left. You can change the velocity to anything to speed up
or slow down the parallax!
// FUNCTIONS DEFINITIONS
There are several functions included for adding, removing CCSprite children, as well as creating infinite parallax, which was the point of this class to begin with. Here's what everything means.
Ratio: When updating velocity of the parallax, by what ratio should the CCSprite move in X and Y? This controls the magnitude of the parallax effect for each object. Make closer objects with higher (X,Y) ratios (moving quickly) and distant objects with lower values.
Pos: The starting (X,Y) position of a CCSprite. If doing it manually, you'll want the second image starting behind the first etc.
Dir: This tells the helper function addInfiniteScrollWithObjects:Z:Ratio:Pos:Dir: where to place the second and subsequent images (on the left/right and top/bottom) of the first. For a left moving parallax, this would have the direction as ccp(1,0) so the second CCSprite will be placed to the right of the first. ccp(-1,0) would have it to the left, and would also look exactly the same. What matters is the direction it is travelling in (due to the velocity in X and/or Y), which should not be confused with the "Dir:" parameter. If using the helper functions: addInfiniteScrollX... or addInfiniteScrollY... you won't need to specify the Dir.
Z: The z-index.