谈到地图不少人都说要做地图编辑器了,但是我暂时绕过这一步,如果不用寻路地图就不能移动?寻路就是会绕过障碍物的算法。
我做了一个简单的地图的思想,就是地图分层3层:背景层、可行区域层、遮罩层,但是地图就不寻路了,通过设置可行区域层来实现地图障碍物的方法。下面看一个视图,我把地图详细的分层了:
OK,有了这个思路,大家应该也知道我要怎么做了?代码实现上怎么处理呢?
重点:可行区域层原理是根据点击屏幕上的坐标点来取得这个点是否透明!如果不透明那就不让他进行移动,透明则为不可行区域;
首先感谢一下为我提供取色源码的哥们(firedragonpzy),帮助我实现了这个另类的地图设计;下面我贴一下他的源码,新建了FDPixelSprite.cpp,FDPixelSprite.h代码如下:
FDPixelSprite.h
//
// FDPixelSprite.h
// PixelDemo
//
// Created by firedragonpzy on 13-2-19.
//
//
#ifndef __PixelDemo__FDPixelSprite__
#define __PixelDemo__FDPixelSprite__
#include "cocos2d.h"
USING_NS_CC;
class FDPixelSprite : public CCSprite, public CCTargetedTouchDelegate {
public:
FDPixelSprite();
virtual ~FDPixelSprite();
void onEnter();
void onExit();
void setimg(CCString Url);
FDPixelSprite* create(CCString Url);
CCImage* img ;
CCRect atlasRect();
bool isContainTouchLocation(CCTouch *pTouch);
bool ccTouchBegan(CCString thismapurl,CCTouch *pTouch, CCEvent *pEvent);
void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
CC_SYNTHESIZE(const char*, m_pName,Name);
};
#endif /* defined(__PixelDemo__FDPixelSprite__) */
FDPixelSprite.cpp
//
// FDPixelSprite.cpp
// PixelDemo
//
// Created by firedragonpzy on 13-2-19.
//
//
#include "FDPixelSprite.h"
#include "FontChina.h"
FDPixelSprite::FDPixelSprite()
{}
FDPixelSprite::~FDPixelSprite()
{}
FDPixelSprite* FDPixelSprite::create(CCString Url)
{
FDPixelSprite *sprite = new FDPixelSprite();
if (sprite && sprite->initWithFile(Url.getCString())) {
sprite->setName(Url.getCString());
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
sprite = NULL;
return NULL;
}
void FDPixelSprite::setimg(CCString Url){
img= new CCImage();
img->initWithImageFileThreadSafe(CCFileUtils::sharedFileUtils()->fullPathForFilename(Url.getCString()).c_str());
}
void FDPixelSprite::onEnter()
{
CCSprite::onEnter();
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
}
void FDPixelSprite::onExit()
{
CCSprite::onExit();
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}
bool FDPixelSprite::ccTouchBegan(CCString thismapurl,cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
if (this->isContainTouchLocation(pTouch) ) {
ccColor4B c = {0, 0, 0, 0};
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCPoint touchPoint = pTouch->getLocationInView();
CCSize cSize = this->getContentSize();
CCPoint point =this->getAnchorPointInPoints();
point = ccp(cSize.width - point.x,cSize.height- point.y);
CCPoint pos(this->getPositionX() - point.x,winSize.height-this->getPositionY()- point.y);
CCPoint localPoint = ccp(touchPoint.x - pos.x,
touchPoint.y -pos.y);
float scaleFactor = CCDirector::sharedDirector()->getContentScaleFactor();
unsigned int x = localPoint.x * scaleFactor, y = localPoint.y * scaleFactor;
float _width = this->getContentSize().width*scaleFactor;
//This method is currently only supports symmetric image
//unsigned char *data_ = this->getTexture()->getFDImageData();
//Efficiency of this method is relatively low
//CCImage * img = new CCImage();
//img->initWithImageFileThreadSafe(CCFileUtils::sharedFileUtils()->fullPathForFilename(thismapurl.getCString()).c_str());
unsigned char *data_ = img->getData();
unsigned int *pixel = (unsigned int *)data_;
pixel = pixel + (y * (int)_width)* 1 + x * 1;
c.r = *pixel & 0xff;
c.g = (*pixel >> 8) & 0xff;
c.b = (*pixel >> 16) & 0xff;
c.a = (*pixel >> 24) & 0xff;
if (c.a == 0) {
CCLog(FontChina::G2U("不可点击!"));
return false;
}else
{
CCLog(FontChina::G2U("可点击!"));
return true;
}
}
return false;
}
void FDPixelSprite::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
//CCPoint pos = this->getPosition();
//CCPoint sub = pTouch->getDelta();
//this->setPosition(ccpAdd(pos, sub));
}
void FDPixelSprite::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
//CCLog("firedragonpzy:ccTouchEnded");
}
CCRect FDPixelSprite::atlasRect()
{
CCSize cSize = this->getContentSize();
CCPoint point = this->getAnchorPointInPoints();
return CCRectMake( -point.x, -point.y, cSize.width,cSize.height);
}
bool FDPixelSprite::isContainTouchLocation(cocos2d::CCTouch *pTouch)
{
return this->atlasRect().containsPoint(convertTouchToNodeSpaceAR(pTouch));
}
有了他们我们就能判断地图上是否可行了。OK废话不多,继续走向精彩,详细解决一下背景层我们应该做些什么东西,有什么内容?
背景层肯定要装载精灵,把我们之前第二章说的【cocos2d-x 大型ARPG手游研发----精灵的八面玲珑】精灵加载出来,就可以当主角了。
这里有人说,那其他不带主角功能的怎么办?继承你写的精灵类拓展成怪物类(智能AI攻击操作),NPC(任务功能模块),可拓展行是杠杠滴,继承下来NPC都能移动,和你打起来,我的思路是把地图做成一个大容器,每一块新地图继承一个MapsBase的同时他自己也有有自己的特殊逻辑和特殊业务;
继续贴代码,地图是这么实现的:
Maps_Diyu.h
#include "cocos2d.h"
#include "../Commen/FDPixelSprite.h"
#include "../Spirits/SpiritsPlayer.h"
USING_NS_CC;
class Maps_Diyu :public cocos2d::CCSprite
{
public:
Maps_Diyu(CCLayer* layer,CCString mapsurl,CCString mapsurl_1,int zOrder,CCPoint cp);
~Maps_Diyu(void);
CCSprite* nowmap;
CCSprite* nowmap_zhezhao;
//基本数据
float lastmove_x,lastmove_y;
bool moveMapto(CCPoint cp,FDPixelSprite* mainmap_Touch);
CCActionInterval* act_moveto_maps;
CCActionInterval* act_moveto_maps_touch;
CCActionInterval* act_moveto_maps_zhezhao;
private:
SpiritsPlayer* role_main;
CCAnimate* playdonghua;
};
Maps_Diyu.cpp
#include "Maps_Diyu.h"
#include "../GameData/GetNPCData.h"
#include "../Commen/FontChina.h"
#include "../Spirits/SpiritsMonster.h"
#include "../Effects/SkillEffects.h"
Maps_Diyu::Maps_Diyu(CCLayer* layer,CCString mapsurl,CCString mapsurl_1,int zOrder,CCPoint cp)
{
act_moveto_maps=NULL;
act_moveto_maps_zhezhao=NULL;
lastmove_x=0;
lastmove_y=0;
float map_x , map_y;
float center_x,center_y;
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize size = CCDirector::sharedDirector()->getWinSize();
nowmap = Maps_Diyu::create(mapsurl.getCString());
nowmap_zhezhao = Maps_Diyu::create(mapsurl_1.getCString());
center_x = size.width/2;
center_y = size.height/2;
map_y = nowmap->getAnchorPointInPoints().y+origin.y;
map_x = nowmap->getAnchorPointInPoints().x;
if(cp.getLength()>0)
{
nowmap->setPosition(cp);
nowmap_zhezhao->setPosition(cp);
}
else
{
nowmap->setPosition(ccp(map_x,map_y));
nowmap_zhezhao->setPosition(ccp(map_x,map_y));
}
//计算地图上绝对位置的原点坐标
float map_fornpc_x,map_fornpc_y;
map_fornpc_x= nowmap->getContentSize().width/2;
map_fornpc_y=nowmap->getContentSize().height/2;
//主角加载
GetNPCData* basedatas = new GetNPCData();
basedatas->GetNPCchapter1();
basedatas->role_player.nowpoint= CCPointMake(map_fornpc_x+428,map_fornpc_y+480);
role_main = new SpiritsPlayer(basedatas->role_player,1,false);
role_main->npc->retain();
//加载NPC
basedatas->role_mengpo.nowpoint= CCPointMake(map_fornpc_x+158,map_fornpc_y+510);
SpiritsPlayer* role_mengpo= new SpiritsPlayer(basedatas->role_mengpo,1,true);
nowmap->addChild(role_mengpo->npc, 2);
//-------------------------------------------------------
nowmap->addChild(role_main->npc, 2,999);
layer->addChild(nowmap_zhezhao, zOrder+1);
layer->addChild(nowmap, zOrder);
}
OK,地图初始化就加载了这些基础的数据,这些应该大家都能看懂,下面贴最核心的代码,如何把他们都关联起来并且做移动操作呢??????
/*************************
参数说明:
CCPoint cp 可行区域的坐标
mainmap_Touch 可行区域,需要去随时改变他移动
**************************/
bool Maps_Diyu::moveMapto(CCPoint cp,FDPixelSprite* mainmap_Touch)
{
float center_x,center_y,move_x,move_y, map_x , map_y ,to_c_x,to_c_y;
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize size = CCDirector::sharedDirector()->getWinSize();
center_x = size.width/2;
center_y = size.height/2;
move_x = center_x-cp.x;
move_y = center_y-cp.y;
map_x = nowmap->getPositionX();
map_y = nowmap->getPositionY();
to_c_x = nowmap->getContentSize().width/2;
to_c_y = nowmap->getContentSize().height/2+origin.y;
map_x = map_x + move_x;
map_y = map_y + move_y-origin.y;
//计算移动时间,这边大家可以帮我优化一下
//现在就这块移动时间有一些问题
float a1 , b1 ;
a1 = fabs(move_x)/size.width;
b1 = fabs(move_y)/size.height;
float movetime = ((a1+b1)*8);
if(movetime<=1)
{
movetime=1;
}
//这里是精华,主要是处理任意地图放进来之后,
//防止显示区域超出地图的长宽,移动到边界就不能移动了!
if(map_x>=to_c_x)
{
map_x = to_c_x;
}
else if(map_x<=-((nowmap->getContentSize().width/2)-size.width))
{
map_x =-((nowmap->getContentSize().width/2)-size.width);
}
if(map_y>=to_c_y)
{
map_y = to_c_y;
}
else if(map_y <= -((nowmap->getContentSize().height/2)-size.height))
{
map_y = -((nowmap->getContentSize().height/2)-size.height);
}
//经典中的经典//
//主角移动
CCPoint role_move_pc = nowmap->convertToNodeSpace(ccp(cp.x,cp.y));//此处需要通过地图的视角把人物移动的坐标转化一下。
role_main->moveTomap_dir(role_move_pc);
role_main->moveTomap_move(movetime,role_move_pc,false);
//地图移动
if(map_x!=lastmove_x&&map_y!=lastmove_y)
{
nowmap->stopAction(act_moveto_maps);
nowmap_zhezhao->stopAction(act_moveto_maps_zhezhao);
mainmap_Touch->stopAllActions();
act_moveto_maps = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_touch = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_zhezhao = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
nowmap->runAction(act_moveto_maps);
nowmap_zhezhao->runAction(act_moveto_maps_zhezhao);
mainmap_Touch->runAction(act_moveto_maps_touch);
return true;
}
else
{
return false;
}
}
核心的地方有三处,帮大家分析一下:
- 第一,就是计算移动时间,我是根据屏幕长宽来计算,这个地方一直是我心结,这个方法效果现在很不好,跑起来长距离用时长,短距离就很快,所以请大家也帮我优化一下,可以往下贴代码.
- 第二,就是计算出地图移动的区域,你不可能随便丢一张图进去,地图超过边界会显示黑色,不能让黑色显示出来(除非丢进来的图小过屏幕地图);
- 第三,就是通过地图移动的标识来进行人物和地图的移动,在人物移动的时候需要转化一下成地图的坐标!
map_x!=lastmove_x&&map_y!=lastmove_y
可移动的标识
act_moveto_maps = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_touch = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_zhezhao = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
大家也看到,我移动的时候,移动的是3个层,这下就保证了可行区域也是不停在变动的
然后就是如何传数据了,几句话就可以搞定Scene加载的地图上所有层;
Scene_Diyu.h
#include "cocos2d.h"
#include "ToScene.h"
#include "../MapSpirits/Maps_Diyu.h"
USING_NS_CC;
class Scene_Diyu : public CCLayer
{
public:
Scene_Diyu(void);
~Scene_Diyu(void);
Maps_Diyu* mainmap;
FDPixelSprite* mainmap_Touch;
void nextCallback(CCObject* pSender);
virtual void registerWithTouchDispatcher(void);
virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
virtual void ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch,CCEvent *pEvent);
};
Scene_Diyu.cpp
#include "Scene_Diyu.h"
#include "../ImagePaths.h"
#include "../PublicUI/BaseUI.h"
Scene_Diyu::Scene_Diyu(void)
{
float x,y;
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize size = CCDirector::sharedDirector()->getWinSize();
x = size.width;
y = size.height;
//地图
mainmap = new Maps_Diyu(this,"map_diyu_naihe.jpg","map_diyu_naihe1.png",0,ccp(x/2-308,y/2-486));
mainmap_Touch = mainmap_Touch->create("map_diyu_naihe0.png");
mainmap_Touch->setimg("map_diyu_naihe0.png");
mainmap_Touch->setPosition(ccp(x/2-308,y/2-486));
mainmap_Touch->setVisible(false);//是否显示点击层
BaseUI* baseui = new BaseUI(this);
this->addChild(mainmap_Touch, 0);
setTouchEnabled(true);
}
void Scene_Diyu::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true);
}
bool Scene_Diyu::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
if(mainmap_Touch->ccTouchBegan("map_diyu_naihe0.png",pTouch,pEvent)==true)
{
mainmap->moveMapto(pTouch->getLocation(),mainmap_Touch);
}
return true;
}
void Scene_Diyu::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
}
void Scene_Diyu::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
}
void Scene_Diyu::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
}
Scene_Diyu::~Scene_Diyu(void)
{
}
大家也看到了再Scene里面控制的点击事件主要就是处理可行区域的:
if(mainmap_Touch->ccTouchBegan("map_diyu_naihe0.png",pTouch,pEvent)==true)
{
mainmap->moveMapto(pTouch->getLocation(),mainmap_Touch);
}
好了,大家如果理解,可以自己研究一下自己的方式去实现一下这样一套,人物移动,地图移动的原理,当然,我在这里声明一下,这套实现思路其实是很歪门,另类的,应为他并没有采用寻路,但是你也不能完全说不采用寻路算法的地图系统就不行。
跑起来看一下效果截图:
跑起来后的效果图!!!
人物被遮罩层遮挡的效果图!!
这篇就讲这么多了,下一篇直接讲一下【怪物智能AI的制作】怪物实现追踪主角,怪物随机生成怪圈,怪物随机移动巡逻。