http://blog.csdn.net/teng_ontheway/article/details/21704279
做一款像素遊戲項目,需要讀取TMX文件中的阻擋區域,生成box2d的fixture,來做阻擋 使用cocos2dx版本: 2.2.2
1.在tmx文件中創建一個”Physics”的層,用來存放編輯器中生成的各種阻擋塊
編輯器中主要有polygone, polyline,box和circle4種,其實box也屬於polygone
2.我的tiled map 版本Version 0.9.1
查看tmx文件,增加的層屬於是不會被渲染的,所以添加多個層對效率也沒有什麼影響, 我們此處叫”Physics”
上圖的4個圖形,分別對應下圖XML的4個
polyline讀取一個初始點x,y,然後讀取一些列相對於初始點的偏移值
box讀取x,y,width,height
circle讀取起始點x,y,外加直徑width(height)足以,因爲無法構造橢圓的b2Shape,所以我們構造圓
polygon讀取起始點x,y,然後讀取一些列相對於初始點的偏移值,類似於polyline
3.cocos2dx中解析此文件的時CCTMXXMLParser.cpp 大概在623行,但是代碼中只解析了polygon,polyline和circle處解析代碼爲空,我們在此處添加完全
[cpp] view plain copy 在CODE上查看代碼片派生到我的代碼片
else if (elementName == "polygon")
{
// find parent object's dict and add polygon-points to it
ObjectGroup* objectGroup = (ObjectGroup*)m_pObjectGroups->lastObject();
CCDictionary* dict = (CCDictionary*)objectGroup->getObjects()->lastObject();
// get points value string
const char* value = valueForKey("points", attributeDict);
if(value)
{
CCArray* pPointsArray = new CCArray;
// parse points string into a space-separated set of points
stringstream pointsStream(value);
string pointPair;
while(std::getline(pointsStream, pointPair, ' '))
{
// parse each point combo into a comma-separated x,y point
stringstream pointStream(pointPair);
string xStr,yStr;
char buffer[32] = {0};
CCDictionary* pPointDict = new CCDictionary;
// set x
if(std::getline(pointStream, xStr, ','))
{
int x = atoi(xStr.c_str()) + (int)objectGroup->getPositionOffset().x;
sprintf(buffer, "%d", x);
CCString* pStr = new CCString(buffer);
pStr->autorelease();
pPointDict->setObject(pStr, "x");
}
// set y
if(std::getline(pointStream, yStr, ','))
{
int y = atoi(yStr.c_str()) + (int)objectGroup->getPositionOffset().y;
sprintf(buffer, "%d", y);
CCString* pStr = new CCString(buffer);
pStr->autorelease();
pPointDict->setObject(pStr, "y");
}
// add to points array
pPointsArray->addObject(pPointDict);
pPointDict->release();
}
dict->setObject(pPointsArray, "points");
pPointsArray->release();
dict->setObject(dict->objectForKey("points"), "polygonPoints");
}
}
else if (elementName == "polyline")
{
// find parent object's dict and add polyline-points to it
// ObjectGroup* objectGroup = (ObjectGroup*)m_pObjectGroups->lastObject();
// CCDictionary* dict = (CCDictionary*)objectGroup->getObjects()->lastObject();
// TODO: dict->setObject:[attributeDict objectForKey:@"points"] forKey:@"polylinePoints"];
// ------Added by Teng.start
// find parent object's dict and add polygon-points to it
ObjectGroup* objectGroup = (ObjectGroup*)m_pObjectGroups->lastObject();
CCDictionary* dict = (CCDictionary*)objectGroup->getObjects()->lastObject();
// get points value string
const char* value = valueForKey("points", attributeDict);
if(value)
{
CCArray* pPointsArray = new CCArray;
// parse points string into a space-separated set of points
stringstream pointsStream(value);
string pointPair;
while(std::getline(pointsStream, pointPair, ' '))
{
// parse each point combo into a comma-separated x,y point
stringstream pointStream(pointPair);
string xStr,yStr;
char buffer[32] = {0};
CCDictionary* pPointDict = new CCDictionary;
// set x
if(std::getline(pointStream, xStr, ','))
{
int x = atoi(xStr.c_str()) + (int)objectGroup->getPositionOffset().x;
sprintf(buffer, "%d", x);
CCString* pStr = new CCString(buffer);
pStr->autorelease();
pPointDict->setObject(pStr, "x");
}
// set y
if(std::getline(pointStream, yStr, ','))
{
int y = atoi(yStr.c_str()) + (int)objectGroup->getPositionOffset().y;
sprintf(buffer, "%d", y);
CCString* pStr = new CCString(buffer);
pStr->autorelease();
pPointDict->setObject(pStr, "y");
}
// add to points array
pPointsArray->addObject(pPointDict);
pPointDict->release();
}
dict->setObject(pPointsArray, "points");
pPointsArray->release();
dict->setObject(dict->objectForKey("points"), "polylinePoints");
}
// ------Added by Teng.end
}
else if (elementName == "ellipse")
{
// ------Added by Teng.start
// Do nothing...
ObjectGroup* objectGroup = (ObjectGroup*)m_pObjectGroups->lastObject();
CCDictionary* dict = (CCDictionary*)objectGroup->getObjects()->lastObject();
CCObject *obj = new CCObject;
dict->setObject(obj, "ellipse");
obj->release();
// ------Added by Teng.end
}
4.剩下的就是我們在程序中獲取出這些阻擋區域了
[cpp] view plain copy 在CODE上查看代碼片派生到我的代碼片
bool Map::createPhysical(b2World *world)
{
b2BodyDef body_def;
body_def.type = b2_staticBody;
body_def.position.SetZero();
mBody = world->CreateBody(&body_def);
// 找出阻擋區域所在的層
ObjectGroup* group = mTiledMap->objectGroupNamed("Physics");
CCArray* array = group->getObjects();
CCDictionary* dict;
CCObject* pObj = NULL;
CCARRAY_FOREACH(array, pObj)
{
dict = (CCDictionary*)pObj;
if (!dict)
continue;
b2FixtureDef fixture_def;
StaticBlockObject *sb_obj = new StaticBlockObject();
sb_obj->density = 1.0f;
sb_obj->friction = 0.2f;
sb_obj->restitution = 0.f;
// 讀取所有形狀的起始點
float x = ((CCString*)dict->objectForKey("x"))->floatValue();
float y = ((CCString*)dict->objectForKey("y"))->floatValue();
b2Shape* shape = NULL;
//多邊形
CCObject *polygon = dict->objectForKey("polygonPoints");
if (polygon) {
CCArray *polygon_points = (CCArray*)polygon;
std::vector<b2Vec2> points;
// 必須將所有讀取的定點逆向,因爲翻轉y之後,三角形定點的順序已經逆序了,構造b2PolygonShape會crash
int c =polygon_points->count();
points.resize(c);
c--;
CCDictionary* pt_dict;
CCObject* obj = NULL;
CCARRAY_FOREACH(polygon_points, obj)
{
pt_dict = (CCDictionary*)obj;
if (!pt_dict) {
continue;
}
// 相對於起始點的偏移
float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue();
float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue();
points[c--] = (b2Vec2((x + offx) / PTM_RATIO, (y-offy) / PTM_RATIO));
}
b2PolygonShape *ps = new b2PolygonShape();
ps->Set(&points[0], points.size());
fixture_def.shape = ps;
shape = ps;
sb_obj->shape = StaticBlockObject::ST_POLYGON;
} else if (polygon = dict->objectForKey("polylinePoints")){
CCArray *polyline_points = (CCArray*)polygon;
std::vector<b2Vec2> points;
CCDictionary* pt_dict;
CCObject* obj = NULL;
CCARRAY_FOREACH(polyline_points, obj)
{
pt_dict = (CCDictionary*)obj;
if (!pt_dict) {
continue;
}
float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue();
float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue();
points.push_back(b2Vec2((x + offx) / PTM_RATIO, (y-offy) / PTM_RATIO));
}
b2ChainShape *ps = new b2ChainShape();
ps->CreateChain(&points[0], points.size());
fixture_def.shape = ps;
shape = ps;
sb_obj->shape = StaticBlockObject::ST_POLYGON;
} else if (dict->objectForKey("ellipse")) {
float width = ((CCString*)dict->objectForKey("width"))->floatValue();
float height = ((CCString*)dict->objectForKey("height"))->floatValue();
b2CircleShape *ps = new b2CircleShape;
ps->m_p.Set((x+width/2) / PTM_RATIO, ((y+height/2)) / PTM_RATIO);
ps->m_radius = width/2/PTM_RATIO;
fixture_def.shape = ps;
shape = ps;
sb_obj->shape = StaticBlockObject::ST_CIRCLE;
} else {
float width = ((CCString*)dict->objectForKey("width"))->floatValue();
float height = ((CCString*)dict->objectForKey("height"))->floatValue();
b2PolygonShape *ps = new b2PolygonShape;
ps->SetAsBox(width/2/PTM_RATIO, height/2/PTM_RATIO, b2Vec2((x+width/2)/PTM_RATIO, (y+height/2)/PTM_RATIO), 0);
fixture_def.shape = ps;
shape = ps;
sb_obj->shape = StaticBlockObject::ST_POLYGON;
}
fixture_def.density = sb_obj->density;
fixture_def.friction = sb_obj->friction;
fixture_def.restitution = sb_obj->restitution;
b2Fixture *fixture = mBody->CreateFixture(&fixture_def);
sb_obj->fixture = fixture;
if (shape) {
delete shape;
shape = NULL;
}
// Storage the Static block object.
mStaticBlockList.push_back(sb_obj);
}
return true;
}
附帶上StaticBlockObject代碼,這個主要用來記錄阻擋的類型、屬性,以後用來做阻擋判斷
[cpp] view plain copy 在CODE上查看代碼片派生到我的代碼片
/**
Storage fixture user data.
use for b2Fixture user data.
*/
class iFixtureUserData
{
public:
typedef uint BodyType;
typedef uint FixtureType;
static const BodyType BT_Avata = 0x000; // no any use...
static const FixtureType FT_None = 0x000;
static const BodyType BT_Map = 0x1000;
static const FixtureType FT_STATIC_OBJ = 0x1F01;
static const FixtureType FT_DYNAMIC_OBJ = 0x1F02;
//
static const BodyType BT_Role = 0x2000;
static const BodyType BT_Bullet = 0x2100;
static const FixtureType FT_BODY = 0x2F01;
static const FixtureType FT_FOOT = 0x2F02;
public:
iFixtureUserData(BodyType body_type, FixtureType fixture_type):
mBodyType(body_type), mFixtureType(fixture_type){
}
virtual ~iFixtureUserData() {
}
inline BodyType getBodyType() { return mBodyType; }
inline FixtureType getFixtureType() { return mFixtureType; }
protected:
BodyType mBodyType;
FixtureType mFixtureType;
};
/**
Block object.
specify a block area in physics engine. */
class StaticBlockObject : public iFixtureUserData {
public:
StaticBlockObject():
iFixtureUserData(BT_Map, FT_STATIC_OBJ),
fixture(NULL),
half_block(false)
{
}
enum ShapeType {
ST_POLYGON = 0,
ST_CIRCLE = 1,
ST_EDGE = 2
};
ShapeType shape; // The shape type.
float density;
float friction;
float restitution;
b2Fixture *fixture;
bool half_block;
};
typedef std::vector<StaticBlockObject *> StaticBlockList;
因爲是從代碼中直接複製的,但無非實現了下面幾個功能:
1.在map中找到”Physics”層
2.遍歷讀取所有圖形的起始點,並分析是何種圖形,並讀取相應的屬性
3.用讀取的每個圖形來構造b2Shape,用地圖的body來構造b2Fixture
其中有幾個地方需要注意:
1.因爲Box2d和遊戲中使用的單位不同,分別是米和像素,所以要用PTM_RATIO宏來轉換
2.polygon讀取的所有點來構造b2PolygonShape,這個序列必須是讀取的所有點的反向列表,否則會報一個計算center斷言錯誤
產生這個的原因是因爲:tmx中的頂點座標系是地圖左上角,遊戲中是左下角,CCTMXXMLParser.cpp中解析起始點的時候,自動幫我們轉爲遊戲中的座標
於是tmx中的1,2,3,4的頂點序列,構成的區域是凸多邊形的內部,轉換後就成爲了4,3,2,1,構成的是凸多邊形的外部
polyline因爲不是閉合的,無所謂逆向一說
[cpp] view plain copy 在CODE上查看代碼片派生到我的代碼片
std::vector<b2Vec2> points;
// 必須將所有讀取的定點逆向,因爲翻轉y之後,三角形定點的順序已經逆序了,構造b2PolygonShape會crash
int c =polygon_points->count();
points.resize(c);
c--;
CCDictionary* pt_dict;
CCObject* obj = NULL;
CCARRAY_FOREACH(polygon_points, obj)
{
pt_dict = (CCDictionary*)obj;
if (!pt_dict) {
continue;
}
// 相對於起始點的偏移
float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue();
float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue();
points[c--] = (b2Vec2((x + offx) / PTM_RATIO, (y-offy) / PTM_RATIO));
}
b2PolygonShape *ps = new b2PolygonShape();
ps->Set(&points[0], points.size());
fixture_def.shape = ps;
5.傳個效果圖: