首页 > 代码库 > 【cocos2dx 3.2】瓦片地图制作

【cocos2dx 3.2】瓦片地图制作

使用Tiled编辑地图

  • 每一个图层只能放一种瓦片
  • 瓦片的大小最好是32*32的倍数
  • 对象层里面设置路径的坐标
  • 主程序中获取对象层中的坐标,做相应的操作



设置口袋精灵类:


Monster.h

#include "cocos2d.h"

USING_NS_CC;

class Monster : public Sprite
{
public:
	virtual bool init(Vector<Node*> points);
	static Monster* create(Vector<Node*> points);

	//用于获取对象层的坐标
	Vector<Node*> p;
	Vector<Node*>::iterator start;

	//精灵
	Sprite *s;

	//按照路径移动
	void moveByPath();

	//种类随机数
	int ranNum;

};

Monster.cpp

#include "Monster.h"

Monster* Monster::create(Vector<Node*> points)
{
	auto monster = new Monster();
	monster->init(points);
	monster->autorelease();
	return monster;
}

bool Monster::init(Vector<Node*> points)
{
	Sprite::init();

	//设置随机数,控制出场精灵种类
	srand(time(NULL));
	ranNum = rand()%5;

	p = points;
	start = p.begin();

	switch (ranNum)
	{
	case 0 :
			{
				s = Sprite::create("1.png");
				break;
			}
	case 1:
			{
				s = Sprite::create("2.png");
				break;
			}
	case 2:
			{
				s = Sprite::create("3.png");
				break;
			}
	case 3:
			{
				s = Sprite::create("4.png");
				break;
			}
	case 4:
			{
				s = Sprite::create("5.png");
				break;
			}
	}
	s->setPosition((*start)->getPosition());
	addChild(s);

	return true;
}

//沿着路径移动
void Monster::moveByPath(){
	++start;
	if(start == p.end()){
		s->removeFromParent();
	}
	else{
		Point a = Point((*start)->getPosition());
		s->runAction(Sequence::create(MoveTo::create(2,a),CallFuncN::create(CC_CALLBACK_0(Monster::moveByPath,this)),NULL));
	}
}

主场景类


HelloWorldScene.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "Monster.h"

USING_NS_CC;

class HelloWorld : public cocos2d::LayerColor
{
public:

    static cocos2d::Scene* createScene();
	virtual bool init();  
    CREATE_FUNC(HelloWorld);
  
    void menuCloseCallback(cocos2d::Ref* pSender);
  

	//存放对象层里的坐标
	Vector<Node*> points;
	Vector<Node*>::iterator startPoint;


	//添加物体
	void addMonster();

	//用于控制时间间隔
	int oldTime;
	int curTime;
	void resetTime();

	void update(float dt);

	//精灵
	Sprite *s;

	
};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
   
	auto scene = Scene::createWithPhysics();

    auto layer = HelloWorld::create();

	scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
	scene->getPhysicsWorld()->setGravity(Point(0,-1000));
  
    scene->addChild(layer);

    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
	if ( !LayerColor::initWithColor(Color4B(255,255,255,255)) )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();
	

	//添加物理边界
	auto body = PhysicsBody::createEdgeBox(visibleSize,PHYSICSBODY_MATERIAL_DEFAULT,3); 
	auto node = Node::create();
	node->setPhysicsBody(body);
	node->setPosition(visibleSize.width/2,visibleSize.height/2);
	addChild(node);

	//添加地图文件
	auto map = TMXTiledMap::create("pokamon.tmx");
	map->setPosition(200,0);
	addChild(map);
	

	//获得对象层中的坐标,存在向量里
	TMXObjectGroup* objectGroup = map->getObjectGroup("monster");
	ValueVector object = objectGroup->getObjects();
	
	for (ValueVector::iterator it = object.begin(); it != object.end(); it++) {
		Value obj = *it;
		ValueMap m = obj.asValueMap();
		auto node = Node::create();
		node->setPosition(m.at("x").asFloat()+200,m.at("y").asFloat());
		points.pushBack(node);
	}
	
	//重置时间
	resetTime();
	
	//开启计时器
	scheduleUpdate();

    return true;
}

void HelloWorld::update(float dt)
{
	++oldTime;
	if (oldTime == curTime)
	{
		resetTime();
		addMonster();
	}
}

void HelloWorld::resetTime()
{
	oldTime = 0;
	curTime = 40;
}

void HelloWorld::addMonster()
{
	auto hero = Monster::create(points);
	hero->moveByPath();
	addChild(hero);
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
	MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
    return;
#endif

    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

效果:



【cocos2dx 3.2】瓦片地图制作