处理NPC的移动,目前采取的方式是预设一段移动方式,然后在地图中编辑,然后NPC读取之后通过该方式移动。
#include "MoveNPCSprite.h"
bool MoveNPCSprite::init()
{
bool bRet = false;
do
{
CC_BREAK_IF(! CommonNPCSprite::init());
runRoute[0][0]=0;
runRoute[0][1]=1;
runRoute[0][2]=2;
runRoute[0][3]=3;
runRoute[0][4]=-1;
moveflag=1;
moveindex=0;
movelength=0;
moveSpeed=1;
isShowDialogTip=false;
bRet = true;
} while (0);
return bRet;
}
void MoveNPCSprite::setValueInfo(npcinfo_struct npcinfo){
this->npcinfo=npcinfo;
this->setTag(this->npcinfo.npcTag);
}
void MoveNPCSprite::showDialogTip(){
if (!isShowDialogTip)
{
dialogTip=CCSprite::create("rpggame/other/showdialog.png");
dialogTip->setTag(1985);
dialogTip->setPosition(ccp(80,80));
this->addChild(dialogTip);
isShowDialogTip=true;
}
}
void MoveNPCSprite::notShowDialogTip(){
if (isShowDialogTip)
{
this->removeChildByTag(1985,true);
isShowDialogTip=false;
}
}
void MoveNPCSprite::moveByMoveKind(){
moveSprite(runRoute[npcinfo.npcmovekind][moveindex]);
movelength=movelength+moveSpeed;
if (movelength==npcinfo.npcmovelength)
{
moveindex=moveindex+moveflag;
movelength=0;
if (runRoute[npcinfo.npcmovekind][moveindex]==-1)
{
moveindex=moveindex-1;
moveflag=-1;
}else if (moveindex==-1)
{
moveindex=moveindex+1;
moveflag=1;
}
}
}
int MoveNPCSprite::getNowRunDirection(){
return runRoute[npcinfo.npcmovekind][moveindex];
}