关于瓦片地图类的封装

MapLayer.h实现

#include <cocos2d.h>

class MapLayer : public cocos2d::CCLayer
{
public:
    ~MapLayer();
    bool createMapInit(const char * mapFile, const char * bgFile);
    static MapLayer * currentMap();
    static MapLayer * _instance;
    //存储tileMap地图,并可获取
    CC_SYNTHESIZE_READONLY(cocos2d::CCTMXTiledMap *, map, TMXTiledMap);
    //加载怪物移动点
    std::vector<cocos2d::CCPoint> loadMonsterPoints();
    //加载炮塔安置点
    std::vector<cocos2d::CCPoint> loadTowerPoints();
    //获取类型道具安置点
    std::vector<cocos2d::CCPoint> loadPropPoints(int type);
private:
    cocos2d::CCTMXObjectGroup * objectsLayer;
    std::string mapFile;
    std::string bgFile;
    //加载地图
    void loadMap(const char * fileName);
    //加载map背景图
    void loadBackGround(const char * bgFile);
};

MapLayer.cpp

#include "MapLayer.h"

USING_NS_CC;

MapLayer * MapLayer::_instance = NULL;

MapLayer::~MapLayer()
{
    CC_SAFE_RELEASE(map);
    CC_SAFE_RELEASE(objectsLayer);
    
    CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFrameByName(mapFile.c_str());
    CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFrameByName(bgFile.c_str());
}

MapLayer * MapLayer::currentMap()
{
    if (!_instance)
    {
        _instance = new MapLayer();
    }
    return _instance;
}

void MapLayer::loadBackGround(const char * bgFile)
{
    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(bgFile);
    auto path = CCSprite::createWithSpriteFrameName("Path.png");
    this->addChild(path);
    path->setPosition(CCPoint(960 / 2.0, 640 / 2.0));
}

bool MapLayer::createMapInit(const char * mapFile, const char * bgFile)
{
    if (!CCLayer::init())
    {
        return false;
    }
    
    this->mapFile = mapFile;
    this->bgFile = bgFile;
    this->loadMap(mapFile);
    this->loadBackGround(bgFile);
    
    return true;
}
//加载地图
void MapLayer::loadMap(const char * fileName)
{
    map = CCTMXTiledMap::create(fileName);
    this->map->retain();
    this->addChild(map);
    objectsLayer = map->objectGroupNamed("PATH");
    this->objectsLayer->retain();
    
    loadMonsterPoints();
}
//获取类型道具安置点
std::vector<cocos2d::CCPoint> MapLayer::loadPropPoints(int type)
{
    std::string str = "%dOb%d";
    int count = 1;
    std::vector<cocos2d::CCPoint> propPoints;
    auto objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), type, count)->getCString());
    while (objPoint)
    {
        float x = objPoint->valueForKey("x")->floatValue();
        float y = objPoint->valueForKey("y")->floatValue();
        float width = objPoint->valueForKey("width")->floatValue();
        float height = objPoint->valueForKey("height")->floatValue();
        propPoints.push_back(CCPoint(x + width / 2.0f, y + height / 2.0f));
        count++;
        objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), type, count)->getCString());
    }
    return propPoints;
}
//加载炮塔安置点
std::vector<cocos2d::CCPoint> MapLayer::loadTowerPoints()
{
    std::string str = "Obj%d";
    int count = 1;
    std::vector<cocos2d::CCPoint> towerPoints;
    auto objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), count)->getCString());
    while (objPoint)
    {
        //取出来瓦片的每一个openGL坐标,这里y+80,位置在左上角,转换成map的坐标,否则差一个瓦片高度
        float x = objPoint->valueForKey("x")->floatValue();
        float y = objPoint->valueForKey("y")->floatValue() + 80;
        float width = objPoint->valueForKey("width")->floatValue();
        float height = objPoint->valueForKey("height")->floatValue();
        for (int row = 0; row < height / 80; row++)
        {
            for (int col = 0; col < width / 80; col++)
            {
                towerPoints.push_back(CCPoint(x + col * 80, y + row * 80));
            }
        }
        count++;
        objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), count)->getCString());
    }
    return towerPoints;
}
//加载怪物移动点
std::vector<cocos2d::CCPoint> MapLayer::loadMonsterPoints()
{
    std::string str = "PT%d";
    int count = 1;
    std::vector<cocos2d::CCPoint> monsterPoints;
    auto objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), count)->getCString());
    while (objPoint)
    {
        float x = objPoint->valueForKey("x")->floatValue();
        float y = objPoint->valueForKey("y")->floatValue();
        monsterPoints.push_back(CCPoint(x, y));
        count++;
        objPoint = objectsLayer->objectNamed(CCString::createWithFormat(str.c_str(), count)->getCString());
    }
    return monsterPoints;
}


评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值