cocos2d-x游戏开发系列教程-超级玛丽07-CMGameMap

背景

在上一篇博客中,我们提到CMGameScene,但是CMGameScene只是个框架,实际担任游戏逻辑的是CMGameMap类,这个博文就来了解下CMGameMap


头文件

class CMGameMap : public cocos2d::CCTMXTiledMap ,public CMReceiver
{
protected:
	enum 
	{
		enTagMario = 998,				//通过这个Tag查找Mario
	};
protected:
	CCArray	*m_pArrayItems;				//金币数组
	CCArray *m_pArrayMonsters;			//怪物数组
	CCArray *m_pArrayBlocks;				//砖块数组

	float m_fMapMove;					//地图偏移量
	float m_fDropSpeedPlus;				//掉落速度
	float m_fJumpSpeed;					//跳跃速度

	bool m_bIsLeftKeyDown;				//左键是否按下
	bool m_bIsRightKeyDown;				//右键是否按下
	bool m_bIsJumpKeyDown;				//跳跃键是否按下
	bool m_bIsHeroDead;					//是否死亡
public:
	static CMGameMap* CreateGameMap(const char* pFileName);

	// 返回地图指定位置上的图块
	CCSprite*	TileMapLayerPosToTileSprite(CCPoint TileMapLayerPos);			
	//通过地图块坐标返回地图块类型
	enumTileType	TileMapPosToTileType(CCPoint HeroPos,float fMapMove);					
	//地图块坐标转换为地图层坐标
	CCPoint		TileMapPosToTileMapLayerPos(CCPoint TileMapPos);							
	//地图层坐标转换为世界坐标
	CCPoint		TileMapLayerPosToWorldPos(CCPoint TileMapLayerPos,float m_fMapMove);
	//地图层坐标转换为地图块坐标
	CCPoint		TileMapLayerPosToTileMapPos(CCPoint TileMapLayerPos);
	//返回地图偏移量
	float		GetMapMove();
	virtual void OnCallPerFrame(float dt);
protected:
	virtual bool Init();
	
	void		 onExit();

	//Mario碰撞
	void	MarioMove(float fT);
	//顶砖块
	void	HitBlock(CCPoint TileMapLayerPos);
	//删除砖块
	void	DeleteBlock();

	//消息处理
protected:
	virtual void OnMsgReceive( int enMsg,void* pData,int nSize );
	
	void OnSubMsgItemRemove(void *pData ,int nSize);	//[道具移除]消息处理

	void OnSubMsgMarioLevelUp();						//[马里奥长大]消息处理

	void OnSubMsgMonsterDisappear(void *pData,int nSize);//[怪物消失]消息处理

	void OnSubMsgStamp(void *pData,int nSize);			//[被马里奥踩踏]消息处理
	
	void OnSubMsgBlockBoxHitted(void *pData,int nSize);	//	[砖块被顶]消息处理

	void OnSubMsgMarioBeHurt();							//马里奥被伤害的消息处理
};

从头文件上CMGameMap是从CCTMXTileMap派生,CCTMXTileMap是cocos2dx中的一个瓦片地图类,会有别的博文对这个类进行详细解释,目前我们知道它是CCNode的子类即可。

这个类作为容纳游戏逻辑的类,里面有很多的成员:

m_pArrayItems:  道具,是指在地图上显示的金币等道具

m_pArrayMonsters:怪物

m_pArrayBlocks:砖头


m_fMapMove: 在这个游戏里,地图比窗口大,窗口只能显示地图的一部分,这个值表示窗口原点和地图原点的偏移

m_fDropSpeedPlus: 马里奥掉落速度

m_fJumpSpeed:跳跃速度


m_bIsLeftKeyDown:左键是否按下

m_bisRightKeyDown:右键是否按下

m_bIsJumpKeyDown:跳跃是否按下

以上三个标记,用于连续操作

m_bIsHeroDead:   马里奥是否死亡


CreateGameMap:创建地图

TileMapLayerPosToTileSprite(CCPoint TileMapLayerPos):根据位置获得精灵

TileMapPosToTileType(CCPoint, float fMapMove):根据位置获得精灵类型

TileMapPosToTileMapLayerPos(CCPoint tileMapPos):根据地图坐标,获取砖块坐标

TileMapLayerPosToWorldPos:通过砖块坐标转化成世界坐标,也就是cocos2d的坐标

TileMapLayerPosToTileMapPos:将图层坐标转化成地图块坐标


GetMapMove:获取地图偏移

OnCallPerFrame:被CMGameScene调用的函数,进行逻辑处理,每一帧刷新都会调用该函数

Init:初始化

MarioMove:马里奥移动时,判断游戏逻辑

HitBlock:撞砖块

DeleteBlock:删除砖块


OnMsgReceive:接收到地图中的精灵发过来的消息

OnSubMsg系列函数:对响应的精灵发过来的消息进行处理


CreateGameMap

该函数是本类第一个被调用的函数,详细内容如下:

CMGameMap* CMGameMap::CreateGameMap(const char* pFileName)
{
	do 
	{
		CMGameMap* pPlayer = new CMGameMap;
		if (pPlayer && pPlayer->initWithTMXFile(pFileName))
		{
			pPlayer->Init();
			pPlayer->autorelease();
			return pPlayer;
		}
		delete pPlayer;
	} while (false);
	CCLog("Fun CMGameMap::CreateGameMap Error!");
	return NULL;
}
这个函数调用了initWithTMXFile函数,这个函数是初始化瓦片地图的函数,在别的博客里详细解释


Init

init函数负责初始化地图中所有的精灵,各就各位,准备游戏

bool CMGameMap::Init()
{
	do 
	{
		//初始化成员变量
		m_fMapMove = 0;
		m_fDropSpeedPlus = 0;
		m_fJumpSpeed = 0;
		m_bIsLeftKeyDown = false;
		m_bIsRightKeyDown = false;
		m_bIsJumpKeyDown = false;
		m_bIsHeroDead = false;

		//初始化游戏对象数组
		m_pArrayItems = CCArray::create();
		m_pArrayItems->retain();
		m_pArrayMonsters = CCArray::create();
		m_pArrayMonsters->retain();
		m_pArrayBlocks = CCArray::create();
		m_pArrayBlocks->retain();

		//初始化Mario
		CMMario* pMario = CMMario::CreateHero(this);
		CC_BREAK_IF(pMario==NULL);
		pMario->setPosition(TileMapPosToTileMapLayerPos(ccp(2,11)));
		addChild(pMario,enZOrderFront,enTagMario);
		//pMario->SetStatus(enMarioStatusBig);

		//隐藏原落坑判断层
		CCTMXLayer* pTrapLayer = layerNamed("trap");
		CC_BREAK_IF(pTrapLayer==NULL);
		pTrapLayer->setVisible(false);

		//初始化显示金币
		CCTMXLayer* pCoinLayer = layerNamed("coin");
		CC_BREAK_IF(pCoinLayer==NULL);
		pCoinLayer->setVisible(false);
		//获得地图的瓦片数量
		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找金币,建立并加入金币集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j),m_fMapMove)==enTileTypeCoin)
				{
					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint CoinTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemCoin* pCoin = CMItemCoin::CreateItemIcon(CoinTileMapLayerPos,getTileSize(),pMario,this);
					if (pCoin==NULL)
					{
						CCLog("Coin init Error!");
					}
					pCoin->setPosition(CoinTileMapLayerPos);
					pCoin->setAnchorPoint(ccp(0,0));
					m_pArrayItems->addObject(pCoin);
					addChild(pCoin);
				}
			}
		}

		//初始化怪物显示
		CCTMXObjectGroup* pObjectLayer = objectGroupNamed("objects");
		CC_BREAK_IF(pObjectLayer==NULL);
		CCArray *ObjectArray = pObjectLayer->getObjects();
		CCDictionary *pDic = NULL;
		for (unsigned int i = 0; i < ObjectArray->count(); i++)
		{
			pDic = (CCDictionary *)ObjectArray->objectAtIndex(i);
			int PosX = ((CCString*)pDic->objectForKey("x"))->intValue();
			int PosY = ((CCString*)pDic->objectForKey("y"))->intValue();
			PosY -= this->getTileSize().height;
			CCPoint TileXY = ccp(PosX, PosY);

			CCString *strName = (CCString*)pDic->objectForKey("name");
			CCString *strType = (CCString*)pDic->objectForKey("type");

			// 进行怪物的初始化,先根据名字来判断是不是enemy,再细分enemy类型		
			if (strName->m_sString == "enemy")
			{
				if (strType->m_sString == "mushroom")
				{
					CMMonsterMushrooms *pMonster = CMMonsterMushrooms::CreateMonsterMushrooms(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "tortoise")
				{
					CMMonsterTortoise *pMonster = CMMonsterTortoise::CreateMonsterTortoise(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "flower")
				{
					CMMonsterFlower *pMonster = CMMonsterFlower::CreateMonsterFlower(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
			}
		}

		//初始化砖块显示
		CCTMXLayer* pBlockLayer = layerNamed("block");
		CC_BREAK_IF(pBlockLayer==NULL);
		pBlockLayer->setVisible(false);
		//获得地图的瓦片数量
		// 		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		// 		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找瓦片,建立并加入瓦片集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j),m_fMapMove)==enTileTypeBlock)
				{
					//解析得到当前砖块的属性
					int GID = pBlockLayer->tileGIDAt(ccp(i,j));
					CCDictionary *pDic = propertiesForGID(GID);
					CC_BREAK_IF(pDic==NULL);
					CCString *strBlockType = (CCString*)pDic->objectForKey("blockType");
					if (strBlockType==NULL)
					{
						continue;
					}
					int nBlockType = strBlockType->intValue();

					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint BlockTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemBlock* pBlock = CMItemBlock::CreateItemBlock(BlockTileMapLayerPos,getTileSize(),pMario,this,(enumBlockType)nBlockType);
					if (pBlock==NULL)
					{
						CCLog("Block init Error!");
					}
					pBlock->setPosition(BlockTileMapLayerPos);
					pBlock->setAnchorPoint(ccp(0,0));
					m_pArrayBlocks->addObject(pBlock);
					addChild(pBlock);
				}
			}
		}

		return true;
	} while (false);
	CCLog("Fun CMGameMap::Init Error!");
	return false;
}

这里很多精灵是从TMX地图中获得的,因此如果需要进一步学习马里奥的话,需要先了解TMX地图了。


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