iteye的博客太难编辑了,改天要换个地方了。
最近在研究45度地图,写了一个demo,
主要的类有两个,第一个,人物控制的类
package view
{
import com.friendsofed.isometric.IsoObject;
import constVars.Directions;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.Event;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.Dictionary;
import flash.utils.getTimer;
public class SpriteSheet extends IsoObject
{
//源图片
protected var _source:BitmapData;
//每小格图片的宽
protected var _frameWidth:Number;
//每小格图片的高
protected var _frameHeight:Number;
//接受拷贝图片的bitmap
private var _frameBitmap:Bitmap;
//拷贝源图片的范围
private var _frameRect:Rectangle;
//当前人物的方向
protected var _direction:String;
//图片所在的行
protected var _rowNum:int;
//图片所在列
private var _col:int = 0;
//每间隔多少毫秒,图片拷贝一次
public static const RENDER_INTERVAL:Number = 64;
//render timer
protected var _oldTime:Number = 0;
//每间隔多少毫秒,图片拷贝一次
protected var _renderInterval:Number;
//最大图片的列
protected var _maxCol:int;
//最大图片的行
protected var _maxRow:int = 8;//8个方向
//存放拷贝各个小格图片所占用的rectangle
protected var _rects:Dictionary;
//是否静止
private var _isIdle:Boolean;
public function SpriteSheet(source:BitmapData,frameWidth:Number, frameHeight:Number,renderInterval:Number = RENDER_INTERVAL)
{
super(size);
_source = source;
_frameWidth = frameWidth;
_frameHeight = frameHeight;
_maxCol = Math.floor(_source.width/_frameWidth);
_renderInterval = renderInterval;
_frameRect = new Rectangle(0, 0, frameWidth, frameHeight);
_rects = new Dictionary();
for(var i:int = 0; i < _maxRow; i++)
for(var j:int = 0; j < _maxCol; j++)
{
var rect:Rectangle = new Rectangle(j*_frameWidth, i*_frameHeight, _frameWidth, _frameHeight);
_rects[j+","+i] = rect;//将各个小格所需的rectangle存在dictrony里面
}
_oldTime = getTimer();
render();
}
/**
* 把状态设为静止
*/
public function idle():void
{
_isIdle = true;
};
/**
* 把状态设为运动
*
*/
public function action():void
{
_isIdle = false;
startRender();
};
//监听函数,如果过了_renderInterval秒,那么渲染一次
protected function onEnterFrame(event:Event):void
{
var elapsed:Number = getTimer() - _oldTime;
if (elapsed >= _renderInterval)
{
render();
_oldTime = getTimer();
}
}
//停止渲染
private function stopRender():void
{
removeEventListener(Event.ENTER_FRAME,onEnterFrame);
}
//开始渲染
private function startRender():void
{
if(!hasEventListener(Event.ENTER_FRAME))
{
addEventListener(Event.ENTER_FRAME,onEnterFrame);
}
}
public function render():void
{
if (_frameBitmap == null)
{
//创建bitmap存储从源图片拷贝的bitmapData
_frameBitmap = new Bitmap(new BitmapData(_frameWidth, _frameHeight, true, 0x00000000));
addChild(_frameBitmap);
//图片的片源量
_frameBitmap.x = -39;
_frameBitmap.y = -115;
}
_frameBitmap.bitmapData.lock();
if(_isIdle)//如果静止,那么拷贝每一行的第一张图片
{
_frameRect = _rects[0 +","+_rowNum] as Rectangle;
_frameBitmap.bitmapData.copyPixels(_source, _frameRect, new Point(0, 0), null, null, false);
stopRender();
}
else
{
if(_col < _maxCol)
{
//从_rects取出rectangle
_frameRect = _rects[_col+","+_rowNum] as Rectangle;
}
else
{
_col = 0;
}
_col++;//每一次渲染图片的列数依次加1
_frameBitmap.bitmapData.copyPixels(_source, _frameRect, new Point(0, 0), null, null, false);
}
_frameBitmap.bitmapData.unlock();
}
//改变人物行走的方向
public function setDirection(direction:String):void
{
_direction = direction;
switch (direction)
{
case Directions.S:
_rowNum = 0;
break;
case Directions.W:
_rowNum = 1;
break;
case Directions.E:
_rowNum = 2;
break;
case Directions.N:
_rowNum = 3;
break;
case Directions.SW:
_rowNum = 4;
break;
case Directions.SE:
_rowNum = 5;
break;
case Directions.NW:
_rowNum = 6;
break;
case Directions.NE:
_rowNum = 7;
break;
default:
_rowNum = 0;
}
}
}
}
第二个,主程序的类
package
{
import com.friendsofed.isometric.DrawnIsoTile;
import com.friendsofed.isometric.IsoUtils;
import com.friendsofed.isometric.IsoWorld;
import com.friendsofed.isometric.Point3D;
import constVars.Directions;
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Point;
import path.AStar;
import path.Grid;
import path.Node;
import view.PathNode;
import view.SpriteSheet;
[SWF(width="1000",height="600",frameRate="30")]
public class PlayerTest extends Sprite
{
[Embed(source='0001.png')]
public const SHEET:Class;
//图片每一小格占用的宽和高
public const SHEET_FRAME_WIDTH:Number = 79;
public const SHEET_FRAME_HEIGHT:Number = 108;
private var _ss:SpriteSheet;
private var _world:IsoWorld;
//地图每一个tile的大小
private static const SIZE:int = 40;
private static const GIRD_SIZE:int = 20;
//网格
private var _grid:Grid;
//寻路路径,节点数组
private var _path:Array;
//寻路路径下标
private var _index:int;
//行走速度
private var _speed:int = 2;
public function PlayerTest()
{
createWorld();
_ss = new SpriteSheet(new SHEET().bitmapData, SHEET_FRAME_WIDTH, SHEET_FRAME_HEIGHT);
_world.addChildToWorld(_ss);
//初始化人物位置
_ss.position = new Point3D(SIZE/2, 0, SIZE/2);
_world.addEventListener(MouseEvent.CLICK,onClick);
makeGrid();
}
//创建网格
private function makeGrid():void
{
// TODO Auto Generated method stub
_grid = new Grid(GIRD_SIZE, GIRD_SIZE);
for(var i:int = 0; i < GIRD_SIZE; i++)
{
for(var j:int = 0; j < GIRD_SIZE; j++)
{
_grid.setWalkable(i,j,true);
}
}
}
//创建地图
private function createWorld():void
{
_world = new IsoWorld();
_world.x = stage.stageWidth / 2;
_world.y = 100;
addChild(_world);
for(var i:int = 0; i < GIRD_SIZE; i++)
{
for(var j:int = 0; j < GIRD_SIZE; j++)
{
var tile:DrawnIsoTile = new DrawnIsoTile(SIZE, 0xcccccc);
tile.position = new Point3D(i * SIZE, 0, j * SIZE);
_world.addChildToFloor(tile);
}
}
}
private function onClick(event:MouseEvent):void
{
var pos:Point3D = IsoUtils.screenToIso(new Point(_world.mouseX, _world.mouseY));
var col:int = Math.round(pos.x/SIZE);
var row:int = Math.round(pos.z/SIZE);
//设置起始的node
_grid.setStartNode(Math.round(_ss.x/SIZE),Math.round(_ss.z/SIZE));
//设置目的地的node
_grid.setEndNode(col,row);//取得网格地图的终点
//寻路
findPath();
//人物开始行走
_ss.action();
}
private function findPath():void
{
//A*寻路
var astar:AStar = new AStar();
if(astar.findPath(_grid))
{
_path = astar.path;
_index = 0;
showPath();//显示路径提示
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
private function showPath():void
{
_world.clearPathTip();//清除之前的提示
var node:Node;
for(var i:int = 0; i< _path.length; i++)
{
node = _path[i] as Node;
var pathNode:PathNode = new PathNode();
//显示人物行走的路线
pathNode.position = new Point3D(node.x*SIZE,0,node.y*SIZE);
_world.addChildToPathTip(pathNode);
}
}
protected function onEnterFrame(event:Event):void
{
var node:Node = _path[_index];
var targetPoint:Point = IsoUtils.isoToScreen(new Point3D(node.x*SIZE+SIZE/2,0,node.y*SIZE+SIZE/2));
var playPoint:Point = IsoUtils.isoToScreen(_ss.position);
var dx:Number = targetPoint.x - playPoint.x;
var dy:Number = targetPoint.y - playPoint.y;
var dist:Number = Math.sqrt(dx * dx + dy * dy);
if(dist < _speed)
{
_index++;
if(_index >= _path.length)//已经到达目的地
{
_ss.idle();
removeEventListener(Event.ENTER_FRAME, onEnterFrame);
}
}
else
{
var angle:Number = Math.atan2( dy, dx );//弧度
var speedX:Number = _speed * Math.cos( angle );
var speedY:Number = _speed * Math.sin( angle );
var ang:Number=angle*180/Math.PI;
//判断行走方向,切换不同方向的行走动画
if(ang > -22.5 && ang <= 22.5)
{
_ss.setDirection(Directions.E);
}
else if(ang > 22.5 && ang <= 67.5)
{
_ss.setDirection(Directions.SE);
}
else if(ang > 67.5 && ang <= 112.5)
{
_ss.setDirection(Directions.S);
}
else if(ang > 112.5 && ang <= 157.5)
{
_ss.setDirection(Directions.SW);
}
else if(ang > -157.5 && ang <= -112.5)
{
_ss.setDirection(Directions.NW);
}
else if(ang > -67.5 && ang <= -22.5)
{
_ss.setDirection(Directions.NE);
}
else if(ang > -112.5 && ang <= -67.5)
{
_ss.setDirection(Directions.N);
}
else
{
_ss.setDirection(Directions.W);
}
var newX:Number=_ss.screenX+speedX;
var newY:Number=_ss.screenY+speedY;
var newPos:Point3D=IsoUtils.screenToIso(new Point(newX,newY));
_ss.position=newPos;//更新位置
}
}
}
}
源代码在附件中