您的位置:首页 > 移动开发 > Cocos引擎

[cocos2d-x]瓦片地图的应用

2013-09-22 13:01 246 查看

前言:

我们在做经典的格斗类的游戏的时候,场景常常用的是45°斜地图来创建的。下面我就来实现一个简单的Demo来展现一下斜地图的使用。

功能实现:

1.倾斜地图的加载;

2.点击地图居中;

3.主角只能在一定的范围内移动;

4.鼠标点击屏幕,主角移动一格,如果连续点击则主句不断的移动;

5.具备碰撞检测的效果,实现人物在某些地方不能走动。

地图的设计:

用Tiled软件设计自己的瓦片地图。




图层要设置z轴属性,方便可以隐藏主角:在图层的属性中加上 cc_vertexz -400 如果前面的图层那就设置为automatic

代码实现:

在AppDelegate添加代码:

//深度测试,方便实现遮盖效果
CCDirector::sharedDirector()->setDepthTest(true);
//Opengl渲染设置,如果地图有背景图层的话就需要加这句
CCDirector::sharedDirector()->setProjection(kCCDirectorProjection2D);

Player类:

#ifndef ___5tilemap__Player__
#define ___5tilemap__Player__

#include <iostream>
#include "cocos2d.h"
using namespace cocos2d;
class Player : public CCSprite
{
public:
static Player * create();
virtual  bool initPlayer();
//获取地图中某瓷砖快的z轴属性
void updateVertextZ(CCPoint tilePos,CCTMXTiledMap * tileMap);
};
#endif /* defined(___5tilemap__Player__) */

#include "Player.h"

static Player *s;

Player* Player::create()
{
s = new Player();
if (s&&s->initPlayer()) {
s->autorelease();
return s;
}
else
{
delete s;
s = NULL;
return NULL;
}
}

//初始化一个对象
bool Player::initPlayer()
{
if (!CCSprite::initWithFile("ninja.png")) {
return false;
}
return true;
}

void Player::updateVertextZ(cocos2d::CCPoint tilePos, cocos2d::CCTMXTiledMap *tileMap)
{

//获取最小的z轴属性
float lowestZ = -(tileMap->getMapSize().width + tileMap->getMapSize().height);
//以瓷砖块的x,y坐标来计算当前瓷砖块的z轴属性
float currentZ = tilePos.x + tilePos.y;
//设置z轴属性
this->setVertexZ(lowestZ+currentZ - 1);
}

HelloWorld.h:

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "Player.h"
using namespace cocos2d;

//枚举列出移动的方向
typedef enum {
MoveDirectionNone = 0,
MoveDirectionUpperLeft,
MoveDirectionLowerLeft,
MoveDirectionUpperRight,
MoveDirectionLowerRight,
MAX_MoveDirections
}EMoveDirection;

class HelloWorld : public cocos2d::CCLayer
{
public:
// Method 'init' in cocos2d-x returns bool, instead of 'id' in cocos2d-iphone (an object pointer)
virtual bool init();

// there's no 'id' in cpp, so we recommend to return the class instance pointer
static cocos2d::CCScene* scene();

CREATE_FUNC(HelloWorld);

virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);

//获取屏幕点击的坐标
CCPoint locationFromTouches(CCSet *touches);

Player * player;

//限定获取区域
CCPoint playableAreaMin,playableAreaMax;

//获取瓷砖块的坐标
CCPoint tilePosFromLocation(CCPoint location,CCTMXTiledMap * tilemap);

//图层居中
void centerTileMapOnTileCoord(CCPoint tilePos,CCTMXTiledMap *tileMap);

//设置不可移动
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);

CCPoint screenCenter;

//记录下当前的地图
CCTMXTiledMap * tileMap;

//屏幕以中点为划分点,将屏幕分成四份
CCRect upperLeft,lowerLeft,upperRight,lowerRight;

//移动数组记录5个移动状态
CCPoint moveOffsets[MAX_MoveDirections];

//当前移动的状态
EMoveDirection currentMoveDirection;

//不断的更新监听是否移动
void update(float delta);

//检测移动的地图是否越界
CCPoint ensureTilePosIsWithinBounds(CCPoint tilePos);

//添加碰撞检测
bool isTilePosBlocked(CCPoint tilepos,CCTMXTiledMap * tileMap);

};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "Player.h"

using namespace cocos2d;
using namespace CocosDenshion;

CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();

// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();

// add layer as a child to scene
scene->addChild(layer);

// return the scene
return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize size = CCDirector::sharedDirector()->getWinSize();
//添加一个地图
CCTMXTiledMap * tileMap = CCTMXTiledMap::create("huohuo.tmx");
//    CCTMXTiledMap * tileMap = CCTMXTiledMap::create("isometric.tmx");
//    tileMap->setAnchorPoint(CCPointMake(size.width/2, size.height/2));
//    tileMap->setPosition(CCPointMake(size.width/2, size.height/2));

//获取碰撞检测的图层,并设置为不可见
CCTMXLayer * layer = tileMap->layerNamed("Collisions");
layer->setVisible(false);

CCSize s = tileMap->getContentSize();
CCLog("width:%f",-s.width/2);
tileMap->setPosition(ccp(-s.width/2,0));
this->addChild(tileMap,-1,1);
this->setTouchEnabled(true);
this->tileMap = tileMap;

//添加主角精灵
player = Player::create();
player->setPosition(CCPointMake(size.width / 2, size.height / 2));
player->setAnchorPoint(ccp(0.3f,0.1));
this->addChild(player);

/********设置可以活动的区域***********************************************/
//外围不可活动区域的瓷砖块数
const int borderSize = 10;
//最小活动区域
playableAreaMin = CCPointMake(borderSize, borderSize);
//最大活动区域的瓷砖块数(总块数-不可活动的区域瓷砖块)
playableAreaMax = CCPointMake(tileMap->getMapSize().width - 1 - borderSize, tileMap->getMapSize().height - 1 - borderSize);

//获取屏幕的中点
screenCenter = CCPointMake(size.width/2, size.height/2);

/**********设置鼠标点击屏幕四个方位区域(起始坐标左下角)************************/
upperLeft = CCRectMake(0, screenCenter.y, screenCenter.x, screenCenter.y);
lowerLeft = CCRectMake(0, 0, screenCenter.x, screenCenter.y);
upperRight = CCRectMake(screenCenter.x, screenCenter.y, screenCenter.x, screenCenter.y);
lowerRight = CCRectMake(screenCenter.x, 0, screenCenter.x, screenCenter.y);

/**********定义四个方向的坐标点********************************************/
moveOffsets[MoveDirectionNone] = CCPointZero;
moveOffsets[MoveDirectionUpperLeft] = CCPointMake(-1, 0);
moveOffsets[MoveDirectionLowerLeft] = CCPointMake(0, 1);
moveOffsets[MoveDirectionUpperRight] = CCPointMake(0, -1);
moveOffsets[MoveDirectionLowerRight] = CCPointMake(1, 0);

currentMoveDirection = MoveDirectionNone;
//通过预约的更新方法来检查角色的移动
this->scheduleUpdate();

return true;
}

//不断的检测是否按下鼠标
void HelloWorld::update(float delta)
{
//如果当前地图没有移动
if (tileMap->numberOfRunningActions() == 0) {
//如果有按下鼠标方向
if (currentMoveDirection != MoveDirectionNone) {
//获取瓷砖块的坐标
CCPoint tilePos = this->tilePosFromLocation(screenCenter, tileMap);
//获取当前要移动一个位置的相对坐标
CCPoint offset = moveOffsets[currentMoveDirection];
//计算获得要移动到那个位置的绝对坐标
tilePos = CCPointMake(tilePos.x + offset.x, tilePos.y + offset.y);
//确保主角不会超出屏幕的边界,如果超出则按照边界点来算
tilePos = this->ensureTilePosIsWithinBounds(tilePos);
//判断目标位置是否能移动
if (this->isTilePosBlocked(tilePos, tileMap) == false) {
//将要移动的那个坐标的瓷砖块移动到当前屏幕的中央
this->centerTileMapOnTileCoord(tilePos, tileMap);
}
}
}

//连续不断的修改角色的vertexz的值
CCPoint tilePos = this->tilePosFromLocation(tilePos, tileMap);
player->updateVertextZ(tilePos, tileMap);
}

//添加碰撞检测,是否走到不可碰撞的区域
bool HelloWorld::isTilePosBlocked(cocos2d::CCPoint tilepos, cocos2d::CCTMXTiledMap *tileMap)
{
CCTMXLayer * layer = tileMap->layerNamed("Collisions");
bool isBokcked = false;
unsigned int tileGID = layer->tileGIDAt(tilepos);
if (tileGID > 0) {
CCDictionary * tileProperties = tileMap->propertiesForGID(tileGID);
void * blocks_movement = tileProperties->objectForKey("blocks_movement");
isBokcked = (blocks_movement != NULL);
}
return isBokcked;
}

//获取瓷砖块相对地图的坐标
CCPoint HelloWorld::tilePosFromLocation(cocos2d::CCPoint location, cocos2d::CCTMXTiledMap *tilemap)
{
//减去地图的偏移量
CCPoint pos = ccpSub(location, tilemap->getPosition());

float halfMapWidth = tilemap->getMapSize().width * 0.5f;
float mapHeight = tilemap->getMapSize().height;
float tileWidth = tilemap->getTileSize().width;
float tileHeight = tilemap->getTileSize().height;

CCPoint tilePasDiv = ccp(pos.x / tileWidth, pos.y / tileHeight);
float inverseTileY = mapHeight - tilePasDiv.y;
float posX = (int)(inverseTileY + tilePasDiv.x - halfMapWidth);
float posY = (int)(inverseTileY - tilePasDiv.x + halfMapWidth);

//    posX = MAX(0, posX);
//    posX = MIN(tilemap->getMapSize().width - 1, posX);
//    posY = MAX(0, posY);
//    posY = MIN(tilemap->getMapSize().height - 1, posY);

posX = MAX(playableAreaMin.x,posX);
posX = MIN(playableAreaMax.x, posX);
posY = MAX(playableAreaMin.y, posY);
posY = MIN(playableAreaMax.y, posY);

pos = CCPointMake(posX, posY);

CCLog("X:%f,Y:%f",pos.x,pos.y);

return pos;
}

//将地图居中
void HelloWorld::centerTileMapOnTileCoord(cocos2d::CCPoint tilePos, cocos2d::CCTMXTiledMap *tileMap)
{
//获取屏幕大小和屏幕中心点
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCPoint screenCenter = CCPointMake(size.width/2, size.height/2);

//获取地板层
CCTMXLayer * layer = tileMap->layerNamed("Ground");
//CCTMXLayer * layer = tileMap->layerNamed("GroundLayer1");

//仅仅在内部使用;瓷砖的Y坐标减去1
tilePos.y -=1;

//获取瓷砖块坐标
CCPoint scrollPosition = layer->positionAt(tilePos);

//考虑到地图移动的情况,我将像素坐标信息乘以-1,从而得到负值
scrollPosition = ccpMult(scrollPosition, -1);

//为屏幕中央坐标添加位移值
scrollPosition = ccpAdd(scrollPosition, screenCenter);

CCMoveTo * move = CCMoveTo::create(.2f, scrollPosition);

tileMap->stopAllActions();
tileMap->runAction(move);
}

//确保主角不会超出屏幕的边界
CCPoint HelloWorld::ensureTilePosIsWithinBounds(CCPoint tilePos)
{
tilePos.x = MAX(playableAreaMin.x,tilePos.x);
tilePos.x = MIN(playableAreaMax.x, tilePos.x);
tilePos.y = MAX(playableAreaMin.y,tilePos.y);
tilePos.y = MIN(playableAreaMax.y, tilePos.y);
return tilePos;
}

//返回点击屏幕的坐标点
CCPoint HelloWorld::locationFromTouches(cocos2d::CCSet *touches)
{
CCTouch *touch = (CCTouch *)touches->anyObject();
return touch->getLocation();
CCLog("点击屏幕的坐标点%f,%f",touch->getLocation().x,touch->getLocation().y);
}

void HelloWorld::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent)
{
//    CCNode * node = this->getChildByTag(1);
//    CCTMXTiledMap *tileMap = (CCTMXTiledMap *)node;
//    CCPoint touchLocation = this->locationFromTouches(pTouches);
//    CCPoint tilepos = this->tilePosFromLocation(touchLocation, tileMap);
//    CCLog("%f,%f",tilepos.x,tilepos.y);
//
//    this->centerTileMapOnTileCoord(tilepos, tileMap);
//
//    player->updateVertextZ(tilepos, tileMap);
CCTouch *touch = (CCTouch *)pTouches->anyObject();
CCPoint touchLocation = touch->getLocation();
if (upperLeft.containsPoint(touchLocation))
{
currentMoveDirection = MoveDirectionUpperLeft;
}
else if (lowerLeft.containsPoint(touchLocation))
{
currentMoveDirection = MoveDirectionLowerLeft;
}
else if(upperRight.containsPoint(touchLocation))
{
currentMoveDirection = MoveDirectionUpperRight;
}
else if(lowerRight.containsPoint(touchLocation))
{
currentMoveDirection = MoveDirectionLowerRight;
}
}

void HelloWorld::ccTouchesEnded(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent)
{
currentMoveDirection = MoveDirectionNone;
}


实现效果:







源码下载:

源码下载

==================== 迂者 丁小未 CSDN博客专栏=================MyBlog:http://blog.csdn.net/dingxiaowei2013 MyQQ:1213250243Unity QQ群:375151422 cocos2dx QQ群:280818155====================== 相互学习,共同进步 ===================转载请注明出处:http://blog.csdn.net/dingxiaowei2013/article/details/11894879

欢迎关注我的微博:http://weibo.com/u/2590571922
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: