无意中起到一周中的游戏,哎,时间过得总是打得那么快时,。
。。
于是今天决定看一下之前不怎么非常熟悉的XML;(之前做游戏时数据的储存用到过XML。但这块是还有一个同事在做,所以不怎么熟悉),
看了看他写的xml和解析方法,然后自己改进了下,所以来简单的总结和分享分享
主要涉及到的有:
1. xml 创建
2.xml的解析
3.将解析后的xml数据用vector保存起来;
例如以下:(写完xml后,最简单的检查语法错误就是用IE浏览器打开看看,能够打开则说明语法没错)
<?xml version="1.0" encoding="utf-8"?
> <Mineral> <mineral> <type>1</type> <times>100</times> <p>20</p> </mineral> <mineral> <type>4</type> <times>100</times> <p>20</p> </mineral> <mineral> <type>5</type> <times>100</times> <p>20</p> </mineral> </Mineral>
在这里我依照网上的XML书写格式新建了一个名为 "Mineral.xml"的xml;(Mineral就是矿的意思,xml 中我任意写了3中类型的矿石。每种矿石有自己的类型、倍率、概率)
然后将其保存在资源目录里面,然后新建一个cocos2d-x项目,
以下贴出主要解析代码
//.h文件
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include <string>
#include <vector>
typedef struct Mineral
{
int times ;
int type;
int p;
}*PtrMineral;
class HelloWorld : public cocos2d::CCLayer
{
public:
virtual bool init();
static cocos2d::CCScene* scene();
void menuCloseCallback(CCObject* pSender);
bool readMinearlXml();
void displayVec();
CREATE_FUNC(HelloWorld);
private:
std::vector<PtrMineral >m_pMineralVec ;
};
#endif
//.cpp文件
#include "HelloWorldScene.h"
#include "../support/tinyxml2/tinyxml2.h"
using namespace tinyxml2;
USING_NS_CC;
CCScene* HelloWorld::scene()
{
CCScene *scene = CCScene::create();
HelloWorld *layer = HelloWorld::create();
scene->addChild(layer);
return scene;
}
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
readMinearlXml();
displayVec();
return true;
}
bool HelloWorld::readMinearlXml()
{
tinyxml2::XMLDocument* xmlData = new tinyxml2::XMLDocument();
unsigned long nSize ;
const char *pXmlBuffer = (const char*)CCFileUtils::sharedFileUtils()->getFileData("XML/Mineral.xml","rb",&nSize);
if( NULL == pXmlBuffer )
{
CCLOG("read Mineral.xml Failed");
}
else
CCLOG("star read Mineral.xml");
xmlData->Parse(pXmlBuffer,nSize);
XMLElement *rootNode = xmlData->RootElement();
if(!rootNode)
{
return false;
}
XMLElement* curNode = rootNode->FirstChildElement("mineral");
while(NULL!= curNode)
{
PtrMineral pMineral =new Mineral();
pMineral->type = (atoi)( (curNode->FirstChildElement("type"))->GetText() );
pMineral->times = (atoi)( (curNode->FirstChildElement("times"))->GetText() );
pMineral->p = (atoi)( (curNode->FirstChildElement("p"))->GetText() );
m_pMineralVec.push_back(pMineral);
curNode = curNode->NextSiblingElement("mineral");
}
delete xmlData;
return true;
}
void HelloWorld::displayVec()
{
CCLOG("*********m_pMineralVec*********");
for(int i = 0 ; i<m_pMineralVec.size() ; i++)
{
CCLOG("<mineral>");
CCLOG(" <type> = %i </type>",m_pMineralVec[i]->type);
CCLOG(" <times> = %i </times>",m_pMineralVec[i]->times);
CCLOG(" <p> = %i </p>",m_pMineralVec[i]->p);
CCLOG("</mineral>");
}
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
#else
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
#endif
}
上面分别包括了xml的解析即xml的数据显示:
显演示样例如以下:
star read Mineral.xml
*********m_pMineralVec*********
<mineral>
<type> = 1 </type>
<times> = 100 </times>
<p> = 20 </p>
</mineral>
<mineral>
<type> = 4 </type>
<times> = 100 </times>
<p> = 20 </p>
</mineral>
<mineral>
<type> = 5 </type>
<times> = 100 </times>
<p> = 20 </p>
</mineral>
控制节目。输出和以前创建xml一致性,就这样,xml在分辨率ok 该,它不是很easy啊
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