在編寫獲取路徑方法前,我們先把角色需要的動畫文件加載進來,角色的文件爲png 和 plist格式。
player1_anim.png.plist player1_anim.png
player2_anim.png.plist player2_anim.png
plist分別記錄了每張圖在整張png圖中的位置 大小,我們只要知道每張小圖名稱即可從整張png圖中截取出想要的小圖。
player1_anim.png圖片爲
player2_anim.png圖片爲
圖片表示方法相同,每四張表示一個方向
我們在GameBaseScene中添加角色:
1、 首先定義addPlayerAnimation()方法,這個方法主要是加載動畫文件到內存 並創建角色需要的上下左右四個方向的動畫
void GameBaseScene::addPlayerAnimation()
{
//創建player1的幀緩存,並加載player1的動畫圖片到緩存
player1_spriteFrameCache = SpriteFrameCache::getInstance();
player1_spriteFrameCache->addSpriteFramesWithFile("map/player1_anim.plist","map/player1_anim.png");
//創建player2的幀緩存,並加載player2的動畫圖片到緩存
player2_spriteFrameCache = SpriteFrameCache::getInstance();
player2_spriteFrameCache->addSpriteFramesWithFile("map/player2_anim.plist","map/player2_anim.png");
//創建player1的上下左右四個方向的Vector
Vector<SpriteFrame*> player1_anim_left_vector ;
Vector<SpriteFrame*> player1_anim_right_vector;
Vector<SpriteFrame*> player1_anim_down_vector;
Vector<SpriteFrame*> player1_anim_up_vector;
//創建player2的上下左右四個方向的Vector
Vector<SpriteFrame*> player2_anim_left_vector;
Vector<SpriteFrame*> player2_anim_right_vector;
Vector<SpriteFrame*> player2_anim_down_vector;
Vector<SpriteFrame*> player2_anim_up_vector;}
//定義name數組
char name[20];
memset(name, 0, 20);
//第1-4張圖片是表示向左的動畫,把這四張圖片從緩存中取出,分別保存到相應角色的vector中
for (int i=1; i<=4; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_left_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_left_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第5-8張圖片是表示向右的動畫
for (int i=5; i<=8; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_right_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_right_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第9-12張圖片是表示向下的動畫
for (int i=9; i<=12; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_down_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
player2_anim_down_vector.pushBack(player2_spriteFrameCache->getSpriteFrameByName(name));
}
//第13-16張圖片是表示向上的動畫
for (int i=13; i<=16; i++)
{
sprintf(name, "player1_anim_%02d.png",i);
player1_anim_up_vector.pushBack(player1_spriteFrameCache->getSpriteFrameByName(name));
sprintf(name, "player2_anim_%02d.png",i);
}
<span style="white-space:pre"> </span>//根據角色的上下左右四個vector 創建四個方向的動作
Animation * player1_animation_left = Animation::createWithSpriteFrames(player1_anim_left_vector,0.1f);
Animation * player1_animation_right = Animation::createWithSpriteFrames(player1_anim_right_vector,0.1f);
Animation * player1_animation_down = Animation::createWithSpriteFrames(player1_anim_down_vector,0.1f);
Animation * player1_animation_up = Animation::createWithSpriteFrames(player1_anim_up_vector,0.1f);
Animation * player2_animation_left = Animation::createWithSpriteFrames(player2_anim_left_vector,0.1f);
Animation * player2_animation_right = Animation::createWithSpriteFrames(player2_anim_right_vector,0.1f);
Animation * player2_animation_down = Animation::createWithSpriteFrames(player2_anim_down_vector,0.1f);
Animation * player2_animation_up = Animation::createWithSpriteFrames(player2_anim_up_vector,0.1f);
///根據角色的上下左右四個動作 創建四個方向的動畫
player1_animate_left = Animate::create(player1_animation_left);
player1_animate_right = Animate::create(player1_animation_right);
player1_animate_down = Animate::create(player1_animation_down);
player1_animate_up = Animate::create(player1_animation_up);
player2_animate_left = Animate::create(player2_animation_left);
player2_animate_right = Animate::create(player2_animation_right);
player2_animate_down = Animate::create(player2_animation_down);
player2_animate_up = Animate::create(player2_animation_up);
}
2、 創建完角色需要的文件後,還需要角色在地圖的位置,由於能走的路徑都在way圖層中,在setWayPassToGrid()方法中,我們把way圖層中sprite的座標保存到wayLayerPass_vector中,這樣就可以根據其中的座標設置角色的位置了
void GameBaseScene::setWayPassToGrid()
{
TMXLayer* wayLayer = _map->layerNamed("way");
Size _mapSize = wayLayer->getLayerSize();
for (int j = 0; j < _mapSize.width; j++) {
for (int i = 0; i < _mapSize.height; i++) {
Sprite* _sp = wayLayer->tileAt(Point(j, i));
if (_sp)
{
float x = _sp->getPositionX();
float y = _sp->getPositionY();
int col = x/tiledWidth;
int row = y/tiledHeight;
canPassGrid[row][col] = true;
//取得該位置的座標,保存到對象wayLayerPass_vector中
Vec2 p = _sp->getPosition();
wayLayerPass_vector.push_back(p);
log("canPassGrid row= %d ,col =%d ,canpass = %d" ,row,col,canPassGrid[row][col]);
}
}
}
log("setWayPassToGrid finished");
}
3、 添加的角色我們先封裝成一個RicherPlayer類,該類記錄角色的信息,包括角色名稱、資金、體力、敵友
RicherPlayer* RicherPlayer::create(char* name,SpriteFrame* spriteFrame,bool enemy,int money,int strength)
{
RicherPlayer* player = new RicherPlayer();
player->init(name,spriteFrame, enemy,money,strength);
player->autorelease();
return player;
}
bool RicherPlayer::init(char* name,SpriteFrame* spriteFrame,bool enemy,int money,int strength)
{
Sprite::initWithSpriteFrame(spriteFrame);
_name = name;
_enemy = enemy;
_money = money;
_strength = strength;
return true;
}
4、接下來在addPlayer()方法中,從容器wayLayerPass_vector中隨機取出座標,進行角色的添加。
void GameBaseScene:: addPlayer()
{
//指定隨機數種子,隨機數依據這個種子產生 採用當前時間生成隨機種子:
struct timeval now;
gettimeofday(&now, NULL); //計算時間種子
unsigned rand_seed = (unsigned)(now.tv_sec*1000 + now.tv_usec/1000); // 初始化隨機數
srand(rand_seed);
//從幀緩存圖片中取第一張,做爲角色的初始圖片
SpriteFrame* spf1 = player1_spriteFrameCache->getSpriteFrameByName("player1_anim_01.png");
player1 = RicherPlayer::create("player1",spf1,false);
//根據wayLayerPass_vector的座標數量,取得隨機的一個id
int _rand1 = rand()%(wayLayerPass_vector.size());
log("rand %d" ,_rand1);
//根據id,取出其中的座標
Vec2 vec2ForPlayer1 = wayLayerPass_vector.at(_rand1);
//這個我們給縱向位置添加一個tiledHeight高度,目的是爲了讓角色居中顯示在道路中
vec2ForPlayer1.y +=tiledHeight;
//設置角色的位置,以及錨點
player1->setPosition(vec2ForPlayer1);
player1->setAnchorPoint(ccp(0,0.5));
//log 相關
int col = vec2ForPlayer1.x/tiledWidth;
int row = vec2ForPlayer1.y/tiledHeight;
log("player1 position row= %d ,col = %d" ,row,col);
log("player1 position x= %f ,y = %f" , vec2ForPlayer1.x, vec2ForPlayer1.y);
//添加角色到地圖場景
addChild(player1);
角色2的添加同角色1方法相同,不再累述
…………………
}
測試ok 已經可以看到2個角色了
未完待續.......................
差點忘了代碼
點擊下載代碼 http://download.csdn.net/detail/lideguo1979/8281909