在编写获取路径方法前,我们先把角色须要的动画文件载入进来,角色的文件为png 和 plist格式。
player1_anim.png.plist player1_anim.png
player2_anim.png.plist player2_anim.png
plist分别记录了每张图在整张png图中的位置 大小,我们仅仅要知道每张小图名称就可以从整张png图中截取出想要的小图。
player1_anim.png图片为
player2_anim.png图片为
图片表示方法同样,每四张表示一个方向
我们在GameBaseScene中加入角色:
1、 首先定义addPlayerAnimation()方法。这种方法主要是载入动画文件到内存 并创建角色须要的上下左右四个方向的动画
void GameBaseScene::addPlayerAnimation()
{
//创建player1的帧缓存,并载入player1的动绘图片到缓存
player1_spriteFrameCache = SpriteFrameCache::getInstance();
player1_spriteFrameCache->addSpriteFramesWithFile("map/player1_anim.plist","map/player1_anim.png");
//创建player2的帧缓存,并载入player2的动绘图片到缓存
player2_spriteFrameCache = SpriteFrameCache::getInstance();
player2_spriteFrameCache->addSpriteFramesWithFile("map/player2_anim.plist","map/player2_anim.png");
//创建player1的上下左右四个方向的Vector
Vector<SpriteFrame*> player1_anim_left_vector ;
Vector<SpriteFrame*> player1_anim_right_vector;
Vector<SpriteFrame*> player1_anim_down_vector;
Vector<SpriteFrame*> player1_anim_up_vector;
//创建player2的上下左右四个方向的Vector
Vector<SpriteFrame*> player2_anim_left_vector;
Vector<SpriteFrame*> player2_anim_right_vector;
Vector<SpriteFrame*> player2_anim_down_vector;
Vector<SpriteFrame*> player2_anim_up_vector;}
//定义name数组
char name[20];
memset(name, 0, 20);
//第1-4张图片是表示向左的动画,把这四张图片从缓存中取出。分别保存到对应角色的vector中
for (int i=1; i<=4; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_left_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_left_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第5-8张图片是表示向右的动画
for (int i=5; i<=8; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_right_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_right_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第9-12张图片是表示向下的动画
for (int i=9; i<=12; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_down_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_down_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第13-16张图片是表示向上的动画
for (int i=13; i<=16; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_up_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
}
<span style="white-space:pre"> </span>//依据角色的上下左右四个vector 创建四个方向的动作
Animation * player1_animation_left = Animation::createWithSpriteFrames(player1_anim_left_vector,0.1f);
Animation * player1_animation_right = Animation::createWithSpriteFrames(player1_anim_right_vector,0.1f);
Animation * player1_animation_down = Animation::createWithSpriteFrames(player1_anim_down_vector,0.1f);
Animation * player1_animation_up = Animation::createWithSpriteFrames(player1_anim_up_vector,0.1f);
Animation * player2_animation_left = Animation::createWithSpriteFrames(player2_anim_left_vector,0.1f);
Animation * player2_animation_right = Animation::createWithSpriteFrames(player2_anim_right_vector,0.1f);
Animation * player2_animation_down = Animation::createWithSpriteFrames(player2_anim_down_vector,0.1f);
Animation * player2_animation_up = Animation::createWithSpriteFrames(player2_anim_up_vector,0.1f);
///依据角色的上下左右四个动作 创建四个方向的动画
player1_animate_left = Animate::create(player1_animation_left);
player1_animate_right = Animate::create(player1_animation_right);
player1_animate_down = Animate::create(player1_animation_down);
player1_animate_up = Animate::create(player1_animation_up);
player2_animate_left = Animate::create(player2_animation_left);
player2_animate_right = Animate::create(player2_animation_right);
player2_animate_down = Animate::create(player2_animation_down);
player2_animate_up = Animate::create(player2_animation_up);
}
2、 创建完角色须要的文件后,还须要角色在地图的位置,因为能走的路径都在way图层中,在setWayPassToGrid()方法中。我们把way图层中sprite的坐标保存到wayLayerPass_vector中。这样就能够依据当中的坐标设置角色的位置了
void GameBaseScene::setWayPassToGrid()
{
TMXLayer* wayLayer = _map->layerNamed("way");
Size _mapSize = wayLayer->getLayerSize();
for (int j = 0; j < _mapSize.width; j++) {
for (int i = 0; i < _mapSize.height; i++) {
Sprite* _sp = wayLayer->tileAt(Point(j, i));
if (_sp)
{
float x = _sp->getPositionX();
float y = _sp->getPositionY();
int col = x/tiledWidth;
int row = y/tiledHeight;
canPassGrid[row][col] = true;
//取得该位置的坐标,保存到对象wayLayerPass_vector中
Vec2 p = _sp->getPosition();
wayLayerPass_vector.push_back(p);
log("canPassGrid row= %d ,col =%d ,canpass = %d" ,row,col,canPassGrid[row][col]);
}
}
}
log("setWayPassToGrid finished");
}
3、 加入的角色我们先封装成一个RicherPlayer类。该类记录角色的信息。包含角色名称、资金、体力、敌友
RicherPlayer* RicherPlayer::create(char* name,SpriteFrame* spriteFrame,bool enemy,int money,int strength)
{
RicherPlayer* player = new RicherPlayer();
player->init(name,spriteFrame, enemy,money,strength);
player->autorelease();
return player;
}
bool RicherPlayer::init(char* name,SpriteFrame* spriteFrame,bool enemy,int money,int strength)
{
Sprite::initWithSpriteFrame(spriteFrame);
_name = name;
_enemy = enemy;
_money = money;
_strength = strength;
return true;
}
4、接下来在addPlayer()方法中,从容器wayLayerPass_vector中随机取出坐标,进行角色的加入。
void GameBaseScene:: addPlayer()
{
//指定随机数种子,随机数依据这个种子产生 採用当前时间生成随机种子:
struct timeval now;
gettimeofday(&now, NULL); //计算时间种子
unsigned rand_seed = (unsigned)(now.tv_sec*1000 + now.tv_usec/1000); // 初始化随机数
srand(rand_seed);
//从帧缓存图片中取第一张。做为角色的初始图片
SpriteFrame* spf1 = player1_spriteFrameCache->getSpriteFrameByName("player1_anim_01.png");
player1 = RicherPlayer::create("player1",spf1,false);
//依据wayLayerPass_vector的坐标数量,取得随机的一个id
int _rand1 = rand()%(wayLayerPass_vector.size());
log("rand %d" ,_rand1);
//依据id,取出当中的坐标
Vec2 vec2ForPlayer1 = wayLayerPass_vector.at(_rand1);
//这个我们给纵向位置加入一个tiledHeight高度,目的是为了让角色居中显示在道路中
vec2ForPlayer1.y +=tiledHeight;
//设置角色的位置,以及锚点
player1->setPosition(vec2ForPlayer1);
player1->setAnchorPoint(ccp(0,0.5));
//log 相关
int col = vec2ForPlayer1.x/tiledWidth;
int row = vec2ForPlayer1.y/tiledHeight;
log("player1 position row= %d ,col = %d" ,row,col);
log("player1 position x= %f ,y = %f" , vec2ForPlayer1.x, vec2ForPlayer1.y);
//加入角色到地图场景
addChild(player1);
角色2的加入同角色1方法同样。不再累述
…………………
}
測试ok 已经能够看到2个角色了
未完待续.......................
差点忘了代码
点击下载代码 http://download.csdn.net/detail/lideguo1979/8281909