【cocos2d-x IOS游戏开发-捕鱼达人8】游戏中的配置文件

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上节回顾

【cocos2d-x IOS游戏开发-捕鱼达人7】游戏场景基础实现


1、TinyXml与配置文件

XML
一种可扩展性标记语言

XML示例
<node attribute="value">
<sub_node>value</sub_node>
<sub_node_r  attribute="value" />
</node>

Fishing Joy可以用到XML配置文件的地方
UI Layout
场景配置
音乐配置
鱼动画配置


2、鱼的配置文件

鱼动画特点
两种动画:移动和死亡
移动动画和死亡动画帧率相同

需要配置的信息
鱼动画名
移动动画文件名,帧数
死亡动画文件名,帧数


先看下鱼的配置信息:

<fishs>
  <!--clownfish-->
  <fish template_id="1000">
    <move file="clownfish_1.png" fps="5"/>
    <atk file="clownfish_2.png" fps="5"/>
  </fish>
  <!--shark-->
  <fish template_id="1001">
    <move file="shark_1.png" fps="4"/>
    <atk file="shark_2.png" fps="4"/>
  </fish>
</fishs>

游戏场景的配置信息为:
<game>
  <begin>media/begin.png</begin>
  <play>media/play.png</play>
</game>

来看具体的代码实现:

		bool CGameLogic::init( CCScene* pScene )
		{
			//获得TemplateID为1000的鱼的配置
			config::CFishConfig::getData(1000);
			m_eGameState = EGS_BEGIN_MENU;
			if(pScene==NULL)
				return false;

			m_pGameScene = scene::createScene();
			if(m_pGameScene==NULL)
				return false;

			cocos2d::CCLayer* pSceneRoot = cocos2d::CCLayer::create();
			pScene->addChild(pSceneRoot);
			m_pGameScene->attachTo(pSceneRoot);

			//获取BeginScene的背景图片
			const char* szBeginSceneBg = config::CGameConfig::getBeginSceneBg();
			m_pGameScene->setBackground(szBeginSceneBg);

			cocos2d::CCLayer* pUIRoot = cocos2d::CCLayer::create();
			pScene->addChild(pUIRoot);
			mUIMgr.init(this,pUIRoot);

			return true;
		}
接着看鱼配置信息的解析
#ifndef __FISH_CONFIG_H__
#define __FISH_CONFIG_H__

#include "../tinyxml/tinyxml.h"
#include "cocos2d.h"
#include <string>
#include <map>
namespace fishingjoy
{
	namespace config
	{
		struct FishData
		{
			int TemplateID;
			std::string MoveFile;
			int MoveFps;
			std::string AtkFile;
			int AtkFps;
		};

		class CFishConfig
		{	
			static std::map<int,FishData> m_mapFishData;
			static void load()
			{
				if(m_mapFishData.size() ==0){
					TiXmlDocument doc;
					const char* pFile = cocos2d::CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("config/fishs.xml");
					if(doc.LoadFile(pFile)){
						TiXmlElement* root = doc.RootElement();
						TiXmlElement* fish = root->FirstChildElement();
						while(fish){
							FishData data;
							data.TemplateID = atoi(fish->Attribute("template_id"));
							
							TiXmlElement* node = fish->FirstChildElement();
							data.MoveFile = node->Attribute("file");
							data.MoveFps = atoi(node->Attribute("fps"));
							
							node = node->NextSiblingElement();
							data.AtkFile = node->Attribute("file");
							data.AtkFps = atoi(node->Attribute("fps"));
							
							//将FishData存入map里面
							m_mapFishData[data.TemplateID] = data;
							fish = fish->NextSiblingElement();
						}
					}
				}
			}
		public:
			static const FishData* getData(int tid)
			{
				//调用load()函数初始化资源
				load();
				std::map<int,FishData>::iterator it = m_mapFishData.find(tid);
				if(it!=m_mapFishData.end()){
					return &it->second;
				}
				return NULL;
			}
		};
	};
}
#endif
点击开始游戏按钮之后进入游戏:

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

#include <vector>

#include "../include/IGameScene.h"
#include "../include/SignalSlot.h"

#include "../config/GameConfig.h"
#include "../config/FishConfig.h"
#include "GameLogicDef.h"
#include "GameUIMgr.h"
#include "GameObject.h"

namespace fishingjoy
{
	namespace logic
	{
		class CGameLogic:public cocos2d::CCObject,public IGameLogic
		{
			scene::IGameScene* m_pGameScene;
			CGameUIMgr mUIMgr;
			std::vector<CGameObject*> m_vecObjectsList;
			EGameState m_eGameState;
		public:
			//override base class.
			void update(float dt);
		public:
			//implement interface for IGameLogic
			virtual void EnterGame()
			{
				//获取PlayScene的背景图片
				const char* szPlaySceneBg = config::CGameConfig::getPlaySceneBg();
				m_pGameScene->setBackground(szPlaySceneBg);

				//设置游戏状态为EGS_GAME_PLAY
				m_eGameState = EGS_GAME_PLAY;
				createGameObject("test_obj");
				//emit signal... to notice that game is enter succesfully.
				Event_EnterGameSuccessed();
			}

			virtual void ExitGame()
			{
				shutdown();
			}
		public:
			bool init(CCScene* pScene);


			void shutdown()
			{
				//to do..

				//exit.
				CCDirector::sharedDirector()->end();
			}
		private:
			CGameObject* createGameObject(const char* szName);
			void destroyGameObject(CGameObject* pObj);
		};
	}
}
#endif

本节源代码与工程文件:【资源引用页】

大家还可以尝试将UI Layout用XML实现。

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