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谈到地图不少人都说要做地图编辑器了,但是我暂时绕过这一步,如果不用寻路地图就不能移动?寻路就是会绕过障碍物的算法。

我做了一个简单的地图的思想,就是地图分层3层:背景层、可行区域层、遮罩层,但是地图就不寻路了,通过设置可行区域层来

实现地图障碍物的方法。下面看一个视图,我把地图详细的分层了:

 

OK,有了这个思路,大家应该也知道我要怎么做了?代码实现上怎么处理呢?

重点:可行区域层原理是根据点击屏幕上的坐标点来取得这个点是否透明!如果不透明那就不让他进行移动,透明则为不可行区域;

首先感谢一下为我提供取色源码的哥们(firedragonpzy),帮助我实现了这个另类的地图设计;下面我贴一下他的源码,

新建了FDPixelSprite.cpp,FDPixelSprite.h代码如下:

FDPixelSprite.h

//
//  FDPixelSprite.h
//  PixelDemo
//
//  Created by firedragonpzy on 13-2-19.
//
//

#ifndef __PixelDemo__FDPixelSprite__
#define __PixelDemo__FDPixelSprite__
#include "cocos2d.h"
USING_NS_CC;

class FDPixelSprite : public CCSprite, public CCTargetedTouchDelegate {
public:
    FDPixelSprite();
    virtual ~FDPixelSprite();
    
    void onEnter();
    void onExit();
    void setimg(CCString Url);
    
    FDPixelSprite* create(CCString Url);
    CCImage* img ;
    
    CCRect atlasRect();
    bool isContainTouchLocation(CCTouch *pTouch);
    
    bool ccTouchBegan(CCString thismapurl,CCTouch *pTouch, CCEvent *pEvent);
    void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
    void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);

    CC_SYNTHESIZE(const char*, m_pName,Name);
};

#endif /* defined(__PixelDemo__FDPixelSprite__) */
View Code

FDPixelSprite.cpp

//
//  FDPixelSprite.cpp
//  PixelDemo
//
//  Created by firedragonpzy on 13-2-19.
//
//

#include "FDPixelSprite.h"
#include "FontChina.h"

FDPixelSprite::FDPixelSprite()
{}
FDPixelSprite::~FDPixelSprite()
{}

FDPixelSprite* FDPixelSprite::create(CCString Url)
{
    FDPixelSprite *sprite = new FDPixelSprite();
    if (sprite && sprite->initWithFile(Url.getCString())) {
        sprite->setName(Url.getCString());
        sprite->autorelease();
        return sprite;
    }
    CC_SAFE_DELETE(sprite);
    sprite = NULL;
    
    
    return NULL;
}

void FDPixelSprite::setimg(CCString Url){
    img= new CCImage();
    img->initWithImageFileThreadSafe(CCFileUtils::sharedFileUtils()->fullPathForFilename(Url.getCString()).c_str());

}

void FDPixelSprite::onEnter()
{
    CCSprite::onEnter();
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
}


void FDPixelSprite::onExit()
{
    CCSprite::onExit();
    CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}


bool FDPixelSprite::ccTouchBegan(CCString thismapurl,cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    if (this->isContainTouchLocation(pTouch) ) {
        ccColor4B c = {0, 0, 0, 0};
        
        CCSize winSize = CCDirector::sharedDirector()->getWinSize();
        
        CCPoint touchPoint = pTouch->getLocationInView();
        
        CCSize cSize = this->getContentSize();
        CCPoint point =this->getAnchorPointInPoints();
        point = ccp(cSize.width - point.x,cSize.height- point.y);
        CCPoint pos(this->getPositionX() - point.x,winSize.height-this->getPositionY()- point.y);
        
        CCPoint localPoint = ccp(touchPoint.x - pos.x,
                                 touchPoint.y -pos.y);
        
        float scaleFactor = CCDirector::sharedDirector()->getContentScaleFactor();
        unsigned int x = localPoint.x  * scaleFactor, y = localPoint.y * scaleFactor;
        
        float _width = this->getContentSize().width*scaleFactor;

        //This method is currently only supports symmetric image
        //unsigned char *data_ = this->getTexture()->getFDImageData();
        
        //Efficiency of this method is relatively low
        //CCImage * img = new CCImage();
        //img->initWithImageFileThreadSafe(CCFileUtils::sharedFileUtils()->fullPathForFilename(thismapurl.getCString()).c_str());
        unsigned char *data_ = img->getData();
        
        
        unsigned int *pixel = (unsigned int *)data_;
        pixel = pixel + (y * (int)_width)* 1 + x * 1;

        c.r = *pixel & 0xff;
        c.g = (*pixel >> 8) & 0xff;
        c.b = (*pixel >> 16) & 0xff;
        c.a = (*pixel >> 24) & 0xff;
        if (c.a == 0) {
            CCLog(FontChina::G2U("不可点击!"));
            return false;
        }else
        {
            CCLog(FontChina::G2U("可点击!"));
            return true;
        }
    }
    return false;
}


void FDPixelSprite::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    //CCPoint pos = this->getPosition();
    //CCPoint sub = pTouch->getDelta();
    //this->setPosition(ccpAdd(pos, sub));
}


void FDPixelSprite::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    //CCLog("firedragonpzy:ccTouchEnded");
}


CCRect FDPixelSprite::atlasRect()
{
    CCSize cSize = this->getContentSize();
    CCPoint point = this->getAnchorPointInPoints();
    return CCRectMake( -point.x, -point.y, cSize.width,cSize.height);
}


bool FDPixelSprite::isContainTouchLocation(cocos2d::CCTouch *pTouch)
{
   return this->atlasRect().containsPoint(convertTouchToNodeSpaceAR(pTouch));
}
View Code

有了他们我们就能判断地图上是否可行了。OK废话不多,继续走向精彩,详细解决一下背景层我们应该做些什么东西,有什么内容?

背景层肯定要装载精灵,把我们之前第二章说的【cocos2d-x 大型ARPG手游研发----精灵的八面玲珑】精灵加载出来,就可以当主角了。

这里有人说,那其他不带主角功能的怎么办?继承你写的精灵类拓展成怪物类(智能AI攻击操作),NPC(任务功能模块),可拓展行是

杠杠滴,继承下来NPC都能移动,和你打起来,我的思路是把地图做成一个大容器,每一块新地图继承一个MapsBase的同时他自己也有

有自己的特殊逻辑和特殊业务;

继续贴代码,地图是这么实现的:

Maps_Diyu.h

#include "cocos2d.h"
#include "../Commen/FDPixelSprite.h"
#include "../Spirits/SpiritsPlayer.h"

USING_NS_CC;

class Maps_Diyu :public cocos2d::CCSprite
{
public:
    Maps_Diyu(CCLayer* layer,CCString mapsurl,CCString mapsurl_1,int zOrder,CCPoint cp);
    ~Maps_Diyu(void);
   CCSprite
* nowmap; CCSprite* nowmap_zhezhao; //基本数据 float lastmove_x,lastmove_y; bool moveMapto(CCPoint cp,FDPixelSprite* mainmap_Touch); CCActionInterval* act_moveto_maps; CCActionInterval* act_moveto_maps_touch; CCActionInterval* act_moveto_maps_zhezhao; private: SpiritsPlayer* role_main; CCAnimate* playdonghua; };

Maps_Diyu.cpp

#include "Maps_Diyu.h"
#include "../GameData/GetNPCData.h"
#include "../Commen/FontChina.h"
#include "../Spirits/SpiritsMonster.h"
#include "../Effects/SkillEffects.h"

Maps_Diyu::Maps_Diyu(CCLayer* layer,CCString mapsurl,CCString mapsurl_1,int zOrder,CCPoint cp)
{
    act_moveto_maps=NULL;
    act_moveto_maps_zhezhao=NULL;
    lastmove_x=0;
    lastmove_y=0;
    float map_x , map_y;

    float center_x,center_y;

    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    CCSize size = CCDirector::sharedDirector()->getWinSize();

    nowmap = Maps_Diyu::create(mapsurl.getCString());
    nowmap_zhezhao = Maps_Diyu::create(mapsurl_1.getCString());
    center_x = size.width/2;
    center_y = size.height/2;

    map_y = nowmap->getAnchorPointInPoints().y+origin.y;
    map_x = nowmap->getAnchorPointInPoints().x;

    if(cp.getLength()>0)
    {
        nowmap->setPosition(cp);
        nowmap_zhezhao->setPosition(cp);
    }
    else
    {
        nowmap->setPosition(ccp(map_x,map_y));
        nowmap_zhezhao->setPosition(ccp(map_x,map_y));
    }

    //计算地图上绝对位置的原点坐标
    float map_fornpc_x,map_fornpc_y;
    map_fornpc_x= nowmap->getContentSize().width/2;
    map_fornpc_y=nowmap->getContentSize().height/2;

    //主角加载
    GetNPCData* basedatas = new GetNPCData();
    basedatas->GetNPCchapter1();
    basedatas->role_player.nowpoint= CCPointMake(map_fornpc_x+428,map_fornpc_y+480);
    role_main = new SpiritsPlayer(basedatas->role_player,1,false);
    role_main->npc->retain();

    //加载NPC
    basedatas->role_mengpo.nowpoint= CCPointMake(map_fornpc_x+158,map_fornpc_y+510);
    SpiritsPlayer* role_mengpo= new SpiritsPlayer(basedatas->role_mengpo,1,true);
    nowmap->addChild(role_mengpo->npc, 2);
//-------------------------------------------------------
    nowmap->addChild(role_main->npc, 2,999);
    layer->addChild(nowmap_zhezhao, zOrder+1);
    layer->addChild(nowmap, zOrder);
}

OK,地图初始化就加载了这些基础的数据,这些应该大家都能看懂,下面贴最核心的代码,如何把他们都关联起来

并且做移动操作呢??????

/*************************
参数说明:
CCPoint cp  可行区域的坐标
mainmap_Touch 可行区域,需要去随时改变他移动
**************************/
bool Maps_Diyu::moveMapto(CCPoint cp,FDPixelSprite* mainmap_Touch)
{

    float center_x,center_y,move_x,move_y, map_x , map_y ,to_c_x,to_c_y;

    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    center_x = size.width/2;
    center_y = size.height/2;
    move_x = center_x-cp.x;
    move_y = center_y-cp.y;
    map_x = nowmap->getPositionX();
    map_y = nowmap->getPositionY();
    to_c_x = nowmap->getContentSize().width/2;
    to_c_y = nowmap->getContentSize().height/2+origin.y;
    map_x = map_x + move_x;
    map_y  = map_y + move_y-origin.y;

    //计算移动时间,这边大家可以帮我优化一下
    //现在就这块移动时间有一些问题
    float a1 , b1 ;
    a1 = fabs(move_x)/size.width;
    b1 = fabs(move_y)/size.height;
    float movetime = ((a1+b1)*8);
    if(movetime<=1)
    {
        movetime=1;
    }

    //这里是精华,主要是处理任意地图放进来之后,
    //防止显示区域超出地图的长宽,移动到边界就不能移动了!
    if(map_x>=to_c_x)
    {
        map_x = to_c_x;
    }
    else if(map_x<=-((nowmap->getContentSize().width/2)-size.width))
    {
        map_x =-((nowmap->getContentSize().width/2)-size.width);
    }
    if(map_y>=to_c_y)
    {
        map_y = to_c_y;
    }
    else if(map_y <= -((nowmap->getContentSize().height/2)-size.height))
    {
        map_y = -((nowmap->getContentSize().height/2)-size.height);
    }

    //经典中的经典//
    //主角移动
    CCPoint role_move_pc = nowmap->convertToNodeSpace(ccp(cp.x,cp.y));//此处需要通过地图的视角把人物移动的坐标转化一下。
    role_main->moveTomap_dir(role_move_pc);    
    role_main->moveTomap_move(movetime,role_move_pc,false);
    //地图移动
    if(map_x!=lastmove_x&&map_y!=lastmove_y)
    {
        nowmap->stopAction(act_moveto_maps);
        nowmap_zhezhao->stopAction(act_moveto_maps_zhezhao);
        mainmap_Touch->stopAllActions();
        act_moveto_maps = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
        act_moveto_maps_touch = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
        act_moveto_maps_zhezhao = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
        nowmap->runAction(act_moveto_maps);
        nowmap_zhezhao->runAction(act_moveto_maps_zhezhao);
        mainmap_Touch->runAction(act_moveto_maps_touch);
        return true;
    }
    else                  
    {
        return false;
    }

}

核心的地方有三处,帮大家分析一下:

第一,就是计算移动时间,我是根据屏幕长宽来计算,这个地方一直是我心结,这个方法效果现在很不好,跑起来

长距离用时长,短距离就很快,所以请大家也帮我优化一下,可以往下贴代码,

第二,就是计算出地图移动的区域,你不可能随便丢一张图进去,地图超过边界会显示黑色,不能让黑色显示出来(除非丢进来的图小过屏幕地图);

第三,就是通过地图移动的标识来进行人物和地图的移动,在人物移动的时候需要转化一下成地图的坐标!

map_x!=lastmove_x&&map_y!=lastmove_y
可移动的标识
act_moveto_maps = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_touch = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));
act_moveto_maps_zhezhao = CCMoveTo::create(movetime,ccp((int)map_x,(int)map_y));

大家也看到,我移动的时候,移动的是3个层,这下就保证了可行区域也是不停在变动的

然后就是如何传数据了,几句话就可以搞定Scene加载的地图上所有层;

Scene_Diyu.h

#include "cocos2d.h"
#include "ToScene.h"
#include "../MapSpirits/Maps_Diyu.h"
USING_NS_CC;
class Scene_Diyu : public CCLayer
{
public:
    Scene_Diyu(void);
    ~Scene_Diyu(void);
    Maps_Diyu* mainmap;
    FDPixelSprite* mainmap_Touch;
    void nextCallback(CCObject* pSender);
    virtual void registerWithTouchDispatcher(void);
    virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchCancelled(CCTouch *pTouch,CCEvent *pEvent);
};
View Code

Scene_Diyu.cpp

#include "Scene_Diyu.h"
#include "../ImagePaths.h"
#include "../PublicUI/BaseUI.h"

Scene_Diyu::Scene_Diyu(void)
{
    float x,y;
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    x = size.width;
    y = size.height;
    //地图
    mainmap = new Maps_Diyu(this,"map_diyu_naihe.jpg","map_diyu_naihe1.png",0,ccp(x/2-308,y/2-486));
    mainmap_Touch =  mainmap_Touch->create("map_diyu_naihe0.png");
    mainmap_Touch->setimg("map_diyu_naihe0.png");
    mainmap_Touch->setPosition(ccp(x/2-308,y/2-486));
    mainmap_Touch->setVisible(false);//是否显示点击层

    BaseUI* baseui = new BaseUI(this);

    this->addChild(mainmap_Touch, 0);
    setTouchEnabled(true);
}


void Scene_Diyu::registerWithTouchDispatcher()  
{  
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true);  
}  


bool Scene_Diyu::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)  
{  
    if(mainmap_Touch->ccTouchBegan("map_diyu_naihe0.png",pTouch,pEvent)==true)
    {
        mainmap->moveMapto(pTouch->getLocation(),mainmap_Touch);
    }
    return true;  
}  
  
void Scene_Diyu::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)  
{  
}  
  
void Scene_Diyu::ccTouchEnded(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)  
{  
}  
  
void Scene_Diyu::ccTouchCancelled(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)  
{  
}  

Scene_Diyu::~Scene_Diyu(void)
{
}

 

 大家也看到了再Scene里面控制的点击事件主要就是处理可行区域的:

 if(mainmap_Touch->ccTouchBegan("map_diyu_naihe0.png",pTouch,pEvent)==true)
    {
        mainmap->moveMapto(pTouch->getLocation(),mainmap_Touch);
    }

好了,大家如果理解,可以自己研究一下自己的方式去实现一下这样一套,人物移动,地图移动的原理,当然,我在这里声明一下

这套实现思路其实是很歪门,另类的,应为他并没有采用寻路,但是你也不能完全说不采用寻路算法的地图系统就不行。

跑起来看一下效果截图:

跑起来后的效果图!!!

人物被遮罩层遮挡的效果图!!

这篇就讲这么多了,下一篇直接讲一下【怪物智能AI的制作】怪物实现追踪主角,怪物随机生成怪圈,怪物随机移动巡逻。

 

 

游戏demo及素材下载地址(demo里面包含了所有的素材资料);

http://pan.baidu.com/share/link?shareid=4012433582&uk=4097703620&third=15

 

我建了一个QQ群:和大家一起分享cocos2dx开发经验【41131516】

 

 

posted on 2013-10-29 09:49  入梦凡尘  阅读(15030)  评论(5编辑  收藏  举报