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[cocos2d-x]45度斜地图的应用

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;
代码实现:
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
在AppDelegate添加代码:
[plain]
//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:
[plain] 
#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();  
    void updateVertextZ(CCPoint tilePos,CCTMXTiledMap * tileMap);  
};  
#endif /* defined(___5tilemap__Player__) */  
 
[plain] 
#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;  
    }  
}  
  
bool Player::initPlayer()  
{  
    if (!CCSprite::initWithFile("ninja.png")) {  
        return false;  
    }  
    return true;  
}  
  
void Player::updateVertextZ(cocos2d::CCPoint tilePos, cocos2d::CCTMXTiledMap *tileMap)  
{  
    float lowestZ = -(tileMap->getMapSize().width + tileMap->getMapSize().height);  
    float currentZ = tilePos.x + tilePos.y;  
    this->setVertexZ(lowestZ+currentZ - 1);  
}  
 
 
HelloWorld.h:
[plain]
#ifndef __HELLOWORLD_SCENE_H__  
#define __HELLOWORLD_SCENE_H__  
  
#include "cocos2d.h"  
#include "Player.h"  
using namespace cocos2d;  
  
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);  
      
    CCPoint locationFromTouches(CCSet *touches);  
      
      
    Player * player;  
      
    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);  
      
    virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);  
      
    CCPoint screenCenter;  
      
    CCTMXTiledMap * tileMap;  
      
    CCRect upperLeft,lowerLeft,upperRight,lowerRight;  
      
    CCPoint moveOffsets[MAX_MoveDirections];  
      
    EMoveDirection currentMoveDirection;  
      
    void update(float delta);  
      
    CCPoint ensureTilePosIsWithinBounds(CCPoint tilePos);  
};  
  
#endif // __HELLOWORLD_SCENE_H__  
 
HelloWorldScene.cpp
[plain] 
#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  
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