新建工程,名为testObj
在tield Map Editor中添加对象图层和对象图块后。
修改HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
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();
// preprocessor macro for "static create()" constructor ( node() deprecated )
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
修改HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.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;
}
CCTMXTiledMap *map=CCTMXTiledMap::create("map1.tmx");
addChild(map);
CCTMXObjectGroup *group=map->objectGroupNamed("objLayer1");
CCArray *objects=group->getObjects();
CCDictionary *dict=NULL;
CCObject *pObj=NULL;
CCARRAY_FOREACH(objects, pObj)
{
dict=(CCDictionary*) pObj;
if (!dict) {
break;
}
const char *key="x";
int x=((CCString *) dict->objectForKey(key))->intValue();
key="y";
int y=((CCString *) dict->objectForKey(key))->intValue();
key="width";
int width=((CCString *) dict->objectForKey(key))->intValue();
key="height";
int height=((CCString *) dict->objectForKey(key))->intValue();
CCLOG("对象图块的坐标与尺寸~x:%i_y:%i_width:%i_height:%i",x,y,width,height);
int objUDID=((CCString *)dict->objectForKey("UDID"))->intValue();
int objSCALE=((CCString*)dict->objectForKey("SCALE"))->intValue();
int objROTATE=((CCString*)dict->objectForKey("ROTATE"))->intValue();
CCLOG("对象图块的属性值~objUDID:%i_objSCALE:%I_objROTATE:%i",objUDID,objSCALE,objROTATE);
CCSprite *sprite=CCSprite::create("Icon.png");
sprite->setRotation(objROTATE);
sprite->setScale(objSCALE);
sprite->setPosition(ccp(x,y));
addChild(sprite);
}
return true;
}