今天我们继续学习cocos2dx 3.2的应用实例,用cocos2dx 3.2的瓦片地图制作。
使用Tiled编辑地图每一个图层只能放一种瓦片瓦片的大小最好是32*32的倍数对象层里面设置路径的坐标主程序中获取对象层中的坐标,做相应的操作
设置口袋精灵类:
Monster.h
#include “cocos2d.h”
USING_NS_CC;
class Monster : public Sprite
{
public:
virtual bool init(Vector<Node*> points);
static Monster* create(Vector<Node*> points);
//用于获取对象层的坐标
Vector<Node*> p;
Vector<Node*>::iterator start;
//精灵
Sprite *s;
//按照路径移动
void moveByPath();
//种类随机数
int ranNum;
};Monster.cpp
#include “Monster.h”
Monster* Monster::create(Vector<Node*> points)
{
auto monster = new Monster();
monster->init(points);
monster->autorelease();
return monster;
}
bool Monster::init(Vector<Node*> points)
{
Sprite::init();
//设置随机数,控制出场精灵种类
srand(time(NULL));
ranNum = rand()%5;
p = points;
start = p.begin();
switch (ranNum)
{
case 0 :
{
s = Sprite::create(“1.png”);
break;
}
case 1:
{
s = Sprite::create(“2.png”);
break;
}
case 2:
{
s = Sprite::create(“3.png”);
break;
}
case 3:
{
s = Sprite::create(“4.png”);
break;
}
case 4:
{
s = Sprite::create(“5.png”);
break;
}
}
s->setPosition((*start)->getPosition());
addChild(s);
return true;
}
//沿着路径移动
void Monster::moveByPath(){
++start;
if(start == p.end()){
s->removeFromParent();
}
else{
Point a = Point((*start)->getPosition());
s->runAction(Sequence::create(MoveTo::create(2,a),CallFuncN::create(CC_CALLBACK_0(Monster::moveByPath,this)),NULL));
}
}主场景类
HelloWorldScene.h#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include “cocos2d.h”
#include “Monster.h”
USING_NS_CC;
class HelloWorld : public cocos2d:ayerColor
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(HelloWorld);
void menuCloseCallback(cocos2d::Ref* pSender);
//存放对象层里的坐标
Vector<Node*> points;
Vector<Node*>::iterator startPoint;
//添加物体
void addMonster();
//用于控制时间间隔
int oldTime;
int curTime;
void resetTime();
void update(float dt);
//精灵
Sprite *s;
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include “HelloWorldScene.h”
USING_NS_CC;
Scene* HelloWorld::createScene()
{
auto scene = Scene::createWithPhysics();
auto layer = HelloWorld::create();
scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld:EBUGDRAW_ALL);
scene->getPhysicsWorld()->setGravity(Point(0,-1000));
scene->addChild(layer);
return scene;
}
// on “init” you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !LayerColor::initWithColor(Color4B(255,255,255,255)) )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
//添加物理边界
auto body = PhysicsBody::createEdgeBox(visibleSize,PHYSICSBODY_MATERIAL_DEFAULT,3);
auto node = Node::create();
node->setPhysicsBody(body);
node->setPosition(visibleSize.width/2,visibleSize.height/2);
addChild(node);
//添加地图文件
auto map = TMXTiledMap::create(“pokamon.tmx”);
map->setPosition(200,0);
addChild(map);
//获得对象层中的坐标,存在向量里
TMXObjectGroup* objectGroup = map->getObjectGroup(“monster”);
ValueVector object = objectGroup->getObjects();
for (ValueVector::iterator it = object.begin(); it != object.end(); it++) {
Value obj = *it;
ValueMap m = obj.asValueMap();
auto node = Node::create();
node->setPosition(m.at(“x”).asFloat()+200,m.at(“y”).asFloat());
points.pushBack(node);
}
//重置时间
resetTime();
//开启计时器
scheduleUpdate();
return true;
}
void HelloWorld::update(float dt)
{
++oldTime;
if (oldTime == curTime)
{
resetTime();
addMonster();
}
}
void HelloWorld::resetTime()
{
oldTime = 0;
curTime = 40;
}
void HelloWorld::addMonster()
{
auto hero = Monster::create(points);
hero->moveByPath();
addChild(hero);
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox(“You pressed the close button. Windows Store Apps do not implement a close button.”,”Alert”);
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}效果: