RoleSprite用来根据Role的数据类来显示不同的角色,需要有一个数据类的引用,在这里将其锚点设置在左下角,方便计算其坐标和进行碰撞检测。
属性:
m_pRole | 角色数据的引用 |
m_row | 当前所在行 |
m_col | 当前所在列 |
m_width | 横向占的格子数 |
m_height | 竖向占的格子数 |
代码:
RoleSprite.h
#ifndef _ROLE_SPRITE_H_
#define _ROLE_SPRITE_H_
#include "cocos2d.h"
class Role ;
class RoleSprite : public cocos2d::Node
{
public:
static RoleSprite* create(Role * pRole ,int row,int col,const cocos2d::Rect & bounds,cocos2d::Node * pParent ,int zOrder);
public:
RoleSprite(Role * role,int row,int col);
~RoleSprite();
virtual bool init() ;
private:
CC_SYNTHESIZE(Role * ,m_pRole,Role);
CC_SYNTHESIZE(int ,m_row ,Row);//<所在行
CC_SYNTHESIZE(int ,m_col ,Col);//<所在列
CC_SYNTHESIZE_READONLY(int ,m_width ,Width);//<水平方向上占的格子数
CC_SYNTHESIZE_READONLY(int ,m_height ,Height);//<竖直方向上占的格子数
};
#endif
RoleSprite.cpp
#include "RoleSprite.h"
#include "data/Role.h"
USING_NS_CC ;
RoleSprite * RoleSprite::create(Role * pRole ,int row,int col,const cocos2d::Rect & bounds,cocos2d::Node * pParent ,int zOrder)
{
auto pRet = new RoleSprite(pRole,row,col);
pRet->setContentSize(bounds.size) ;
pRet->setPosition(bounds.origin) ;
pRet->setAnchorPoint(Vec2(0,0)) ;
if (pRet->init())
{
pParent->addChild(pRet,zOrder) ;
pRet->autorelease();
}
else
{
delete pRet;
return nullptr ;
}
return pRet ;
}
RoleSprite::RoleSprite(Role * role,int row,int col)
:m_pRole(nullptr)
,m_row(0)
,m_col(0)
,m_width(0)
,m_height(0)
{
m_pRole = role ;
CC_SAFE_RETAIN(m_pRole) ;
m_row = row ;
m_col = col ;
m_width = m_pRole->getWidth() ;
m_height = m_pRole->getHeight() ;
}
RoleSprite::~RoleSprite()
{
CC_SAFE_RELEASE_NULL(m_pRole);
}
bool RoleSprite::init()
{
Sprite* pSkin = Sprite::create(m_pRole->getImageName()->getCString()) ;
pSkin->setPosition(this->getBoundingBox().size.width / 2,this->getBoundingBox().size.height / 2) ;
addChild(pSkin) ;
return true;
}