json xml flash

JSON


private function _saveData(event:Event):void
{
 var newFile:File = event.target as File;
 var str:String = DrawMapGrid.getInstance().generateMapArray();
 var stream:FileStream = new FileStream();
 //write模式存在就替换
 stream.open(newFile, FileMode.WRITE);
 
 stream.writeUTFBytes(str);
 stream.close();
}


JSON


public function generateMapArray():String{
   var mapPath:String = "";
   mapPath += '{';
   mapPath += '"'+'mapW'+'":'+Data.mapDataVO.mapW+",";
   mapPath += '"'+'mapH'+'":'+Data.mapDataVO.mapH+",";
   mapPath += '"'+'mapGridW'+'":'+Data.mapDataVO.mapGridW+",";
   mapPath += '"'+'mapGridH'+'":'+Data.mapDataVO.mapGridH+",";
   mapPath += '"'+'divideBlockW'+'":'+Data.divideBlockW+",";
   mapPath += '"'+'divideBlockH'+'":'+Data.divideBlockH+",";
   mapPath += '"'+'mapFlagArr'+'":[';
   
   for(var i:int=0;i<mapTileArray.height;i++){
    for(var j:int=0;j<mapTileArray.width;j++){
     //trace(j+":"+i+" -- "+MapTile(mapTileArray.get(j,i)).tileState);
     var tileState:int = MapTileVO(mapTileArray.get(j,i)).tileState;
     mapPath += tileState + ',';
    }
   }
   mapPath = mapPath.substring(0,mapPath.length-1);
   mapPath += ']}';
   return mapPath;
  }




=============================================================================


/**
   * 地图文件另存为
   */
  public function onSaveAs(e:*,data:String=''):void
  {
   // 若e含有target对象,则以target为file对象(另存为),否则直接将e取为file对象(保存)
   var file:File = e.hasOwnProperty('target') ? e.target as File : e as File;
   // 通过二进制数据进行压缩
   var ba:ByteArray = new ByteArray();
   ba.writeUTFBytes(data=='' ? _root.Shower.Configer : data);



XML


/**
   * 生成当前地图的配置文件
   */
  public function get Configer():String
  {
   var result:String = "<map>\n";
   result+="<id>"+(_scene==null ? D5Power.mapid : _scene.Map.mapid)+"</id>\n";      // 地图ID
   result+="<hasTile>"+D5Power.hasTile+"</hasTile>\n";   // 是否采用区块构图
   result+="<loopbg>"+(_scene==null ? '' : _scene.Map.loopBG)+"</loopbg>\n";
   result+="<tileFormat>"+(_scene==null ? '' : _scene.Map.tileFormat)+"</tileFormat>\n";
   result+="<tileX>"+Global.TILE_SIZE.x+"</tileX>\n";
   result+="<tileY>"+Global.TILE_SIZE.y+"</tileY>\n";
   result+="<mapW>"+Global.MAPSIZE.x+"</mapW>\n";
   result+="<mapH>"+Global.MAPSIZE.y+"</mapH>\n";
   result+="<music>"+MusicPath+"</music>";
   result+="<script>"+ScriptPath+"</script>";
   
   
   var obj:Array = _scene==null ? new Array() : _scene.getAllObjects();
   
   var res_npc:String = "\n\n<npc>\n";
   var res_bud:String = "\n\n<build>\n";
   var res_road:String = "\n\n<roadpoint>\n";
   for each(var o:GameObject in obj)
   {
    switch(o.objectName)
    {
     case 'NCharacterObject':
      var nco:NCharacterObject_MaEd = o as NCharacterObject_MaEd;
      res_npc+="<obj>\n";
      res_npc+="<res>"+nco.graphicsRes.resName+"</res>\n";
      res_npc+="<posx>"+nco.PosX+"</posx>\n";
      res_npc+="<posy>"+nco.PosY+"</posy>\n";
      res_npc+="<name>"+nco.username+"</name>\n";
      res_npc+="<lua>"+nco.lua_filename+"</lua>\n";
      res_npc+="<uid>"+nco.uid+"</uid>\n";
      res_npc+="</obj>\n";
      break;
     case 'BuildingObject':
      var nbo:BuildingObject = o as BuildingObject;
      res_bud+="<obj>\n";
      res_bud+="<res>"+nbo.graphicsRes.resName+"</res>\n";
      res_bud+="<canBeAtk>"+nbo.canBeAtk+"</canBeAtk>\n";
      res_bud+="<zorder>"+nbo.zOrderF+"</zorder>\n";
      res_bud+="<posx>"+nbo.PosX+"</posx>\n";
      res_bud+="<posy>"+nbo.PosY+"</posy>\n";
      res_bud+="<centerx>"+nbo.zero.x+"</centerx>\n";
      res_bud+="<centery>"+nbo.zero.y+"</centery>\n";
      res_bud+="</obj>\n";
      break;
     case 'RoadPoint':
      var road:RoadPoint = o as RoadPoint;
      res_road+="<obj>\n";
      res_road+="<posx>"+road.PosX+"</posx>\n";
      res_road+="<posy>"+road.PosY+"</posy>\n";
      res_road+="<toMap>"+road.toMap+"</toMap>\n";
      res_road+="<toX>"+road.toX+"</toX>\n";
      res_road+="<toY>"+road.toY+"</toY>\n";
      res_road+="</obj>\n";
      break;
    }
   }
   res_npc+="</npc>\n";
   res_bud+="</build>\n";
   res_road+="</roadpoint>\n";
   
   result+=res_npc;
   result+=res_bud;
   result+=res_road;

   result+="</map>";
   return result;
  }



========================================


/**
     var txt:TextField = new TextField();
     txt.blendMode = BlendMode.LAYER;
     txt.cacheAsBitmap = true;
     txt.selectable = txt.border = false;
     txt.defaultTextFormat = new TextFormat(null,10,0,false,false,false,null,null,"center");
     txt.text = x + "," + y;
     txt.width = 100;
     txt.height = 25;
     getRealPosition(x, y, temp);
     //temp.y -= GlobalModel.PIECE_HEIGHT;  
     temp.x -= GlobalModel.PIECE_WIDTH;
     txt.x = temp.x;
     txt.y = temp.y;
     this.addChild(txt);
     */



======================================



 /**
   * 保存mpt地图数据文件
   */
  public function saveMapData(f:File):void{
   var file:File = f;
   var ba:ByteArray=new ByteArray();  //guan:用byte的方法进行写入
   ba.writeShort(GlobalModel.PIECE_WIDTH);
   ba.writeShort(GlobalModel.PIECE_HEIGHT);   //guan:以上是格子的 宽,高
   ba.writeShort(comVirtualGrid.gridLayer.col); 
   ba.writeShort(comVirtualGrid.gridLayer.col);  //guan:格子层 的  col = 73
   ba.writeShort(comVirtualGrid.grid_w);
   ba.writeShort(comVirtualGrid.grid_h);         //图片的 宽 高
   ba.writeShort(comVirtualGrid.gridLayer.iConnectedPointY);   //iConnectedPointY
   for(var i:int=0;i<10;i++)
    ba.writeInt(0);   //guan:写入 10 个0
   for(var y:int=0;y<dataArray.length;y++){     //guan:不可编辑区域  写入 1 ,可编辑区域 写入的还是原来的值
    for(var x:int=0;x<dataArray[y].length;x++){   //dataArray 记录是否可编辑 信息
     if(dataArray[y][x]==9){ 
      ba.writeByte(1);      
      trace("这个是不可编辑区域,将它写进数组里的值为:1 in method SaveHandle from ComVirtualGrid");
     }
     else{
      ba.writeByte(dataArray[y][x]);
      trace(y+","+x+"的值为:"+dataArray[y][x]);    //可编辑区域
     }
    }
   }
   ba.compress(); //采用默认的zlib压缩算法压缩文件。
   //var fileStream:FileStream = new FileStream();
//   fileStream.open(file,FileMode.WRITE);
//   fileStream.writeBytes(ba);
   //file.browseForSave("保存地图数据");
   var fileStream:FileStream = new FileStream();
   fileStream.open(file,FileMode.WRITE);   //guan: 我的理解:文件流 写模式
   fileStream.writeBytes(ba);  //guan:写入字节
   fileStream.close();  //guan:文件流关闭
   
   onSaveServerMapData(file);
  }







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