CocosCreator中,生成2D格子地图

说明

在Canvas下生成。
需配置相邻格子的间距,地图的位置(中央位置的坐标)
传入格子地图的宽、高。
外界可传入格子id(x,y),获取该格子在格子地图中的位置。
使用grid标识各格子的位置(实际如果不用可隐藏或直接不创建)


4x4.png

配置项.png

代码

GridMapView.ts

import { _decorator, Component, Node, Vec3, instantiate, CurveRange, GbufferStage, CCFloat, randomRangeInt } from 'cc';
const { ccclass, property } = _decorator;

// 在Canvas下生成格子地图
@ccclass('GridMapView')
export class GridMapView extends Component 
{
    @property({type:CCFloat, visible:true, displayName:'格子间距'})
    private _gridInterval: number = 100;
    @property({ type: Node, visible: true, displayName: '地图中点位置' })
    private _centerNode: Node;

    private _curW: number;
    public get curW(): number { return this._curW; }
    private _curH: number;
    public get curH(): number { return this._curH; }

    @property({ type: Node, visible: true, displayName: '格子背景模板' })
    private _gridTemplateNode: Node;
    private _grids: Node[];

    private _originalPos: Vec3;

    start()
    {
        this.init();

        this.createGripMap(randomRangeInt(2, 6), randomRangeInt(2, 6));
    }

    onDestroy()
    { 
        this.myDestroy();
    }

    private init(): void
    {
        this._gridTemplateNode.active = false;
        this._grids = new Array();
    }
    
    private myDestroy(): void
    { 
        this.clearGrids();
        this._grids = null;
    }

    // 生成x*y的格子地图
    public createGripMap(w: number, h: number): void
    { 
        this.clearGrids();
        this._curW = w;
        this._curH = h;

        this._originalPos = new Vec3(
            this._centerNode.getWorldPosition().x - ((this._curW - 1) / 2) * this._gridInterval,
            this._centerNode.getWorldPosition().y - ((this._curH - 1) / 2) * this._gridInterval,
            this._centerNode.getWorldPosition().z);
        
        for (let x = 0; x < this._curW; x++)
        { 
            for (let y = 0; y < this._curH; y++)
            { 
                const curGrid = instantiate(this._gridTemplateNode);
                curGrid.setParent(this._gridTemplateNode.parent);
                curGrid.setWorldPosition(this.getPos(x, y));
                curGrid.active = true;
                curGrid.name = `grid_${x}_${y}`;
                this._grids.push(curGrid);
            }
        }
    }

    public getPos(x: number, y: number): Vec3
    { 
        return new Vec3(this._originalPos.x + x * this._gridInterval,
            this._originalPos.y + y * this._gridInterval,
            this._originalPos.z);
    }

    private clearGrids(): void
    { 
        for (const g of this._grids)
        { 
            g.destroy();
        }
        this._grids.splice(0, this._grids.length);
    }
}

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