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cocos2dx A* + tiledMap
前面一章讲了cocos2dx 中使用A星算法
这章中讲 A*结合tiledmap
先看下效果图
图有点丑,忍受下
绿色的块 表示人物的行走的路线(A*算法的结果)
红色部分 表示A*算法搜寻过的点(越少,速度越快)
黑色的部分(其实是无色块,因为背景是黑色的) 表示障碍物
这张图是用tiledmap做出来的, 看看里面的内容
可以看到 我把不能通过的地区的图块给删了
tiledmap中有2个层 一个是background, 一个是road. 为了方便, 我把road也用同样的图片, 最好的方法是用一种同样的瓦片拼接出来一条能走的路, 让后把background图层加到road图层上就ok了.
下面直接上源码, 用的时cocos2.2.3, 拷贝到项目中就能用了.当然别忘了自己做个像样的tiledMap .
如果你觉得好用, 就在文章底下顶一个吧 , enjoy it !
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" #include "vector" using namespace std; USING_NS_CC; #define MAP_WIDTH 200//要比tmx中的map大 #define MAP_HEIGHT 200 class PathSprite { public: PathSprite(CCSprite* sprite) { m_parent = NULL; m_child = NULL; m_costToSource = 0; m_FValue = http://www.mamicode.com/0;>#include "HelloWorldScene.h" USING_NS_CC; vector<PathSprite*> PathSearchInfo::m_openList; PathSprite* PathSearchInfo::m_inspectArray[MAP_WIDTH][MAP_HEIGHT] = {NULL}; vector<PathSprite*> PathSearchInfo::m_pathList; vector<PathSprite*> PathSearchInfo::m_haveInspectList; CCSize PathSearchInfo::m_mapSize; CCSize PathSearchInfo::m_tileSize; int PathSearchInfo::m_startX; int PathSearchInfo::m_startY; int PathSearchInfo::m_endX; int PathSearchInfo::m_endY; 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 void HelloWorld::onEnter() { CCDirector* pDirector = CCDirector::sharedDirector(); pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true); CCLayer::onEnter(); } bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. CCLabelTTF* pLabel = CCLabelTTF::create("A* + tiledMap", "Arial", 24); // position the label on the center of the screen pLabel->setPosition(ccp(origin.x + visibleSize.width/2, origin.y + visibleSize.height - pLabel->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel, 1); this->scheduleUpdate(); CCTMXTiledMap* map = CCTMXTiledMap::create("gameMap.tmx"); this->addChild(map); map->setPosition(CCPoint()); CCTMXLayer* _road = map->layerNamed("road");//行走路径的地图 CCSize _mapSize = map->getMapSize(); for (int j = 0; j < _mapSize.height; j++) { for (int i = 0; i < _mapSize.width; i++) { CCSprite* _sp = _road->tileAt(CCPoint(i, j)); if (_sp) { PathSprite* _pathSprite = new PathSprite(_sp); _pathSprite->m_x = i; _pathSprite->m_y = j; PathSearchInfo::m_inspectArray[i][j] = _pathSprite;//把地图中所有的点一一对应放入检测列表中 } } } PathSearchInfo::m_mapSize = _mapSize;//获取地图的尺寸 PathSearchInfo::m_tileSize = map->getTileSize();//获取瓦片的尺寸 //设置起始和终点 PathSearchInfo::m_startX =30; PathSearchInfo::m_startY = 75; //创建一个人物 m_player = new PathSprite(CCSprite::create("10001.png")); m_player->m_sprite->setAnchorPoint(CCPoint(0.5,0)); this->addChild(m_player->m_sprite); m_player->m_x = PathSearchInfo::m_startX;//设置人物的起始的地图坐标 m_player->m_y = PathSearchInfo::m_startY; m_orignPoint = PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY]->m_sprite->getPosition(); m_player->m_sprite->setPosition(m_orignPoint);//设置人物的起始的世界坐标 return true; } void HelloWorld::calculatePath() { //得到开始点的节点 PathSprite* _startNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_startX][PathSearchInfo::m_startY]; //得到结束点的节点 PathSprite* _endNode = PathSearchInfo::m_inspectArray[PathSearchInfo::m_endX][PathSearchInfo::m_endY]; //因为是开始点 把到起始点的距离设为0, F值也为0 _startNode->m_costToSource = 0; _startNode->m_FValue = http://www.mamicode.com/0;>cocos2dx A* + tiledMap
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