24.Cocos2d-x瓦片地图TMXTiledMap

24.Cocos2d-x瓦片地图TMXTiledMap,第1张

概述HelloWorldScene.h文件: #ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer{public: // there's no 'id' in cpp, so we recomm

HelloWorldScene.h文件:

#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer{public:    // there's no 'ID' in cpp,so we recommend returning the class instance pointer    static cocos2d::Scene* createScene();    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'ID' in cocos2d-iphone    virtual bool init();    // implement the "static create()" method manually    CREATE_FUNC(HelloWorld);};#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp文件:

#include "HelloWorldScene.h"#include "cocostudio/CocoStudio.h"#include "ui/CocosGUI.h"USING_NS_CC;using namespace cocostudio::timeline;Scene* HelloWorld::createScene(){    // 'scene' is an autorelease object    auto scene = Scene::create();    // 'layer' is an autorelease object    auto 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 instancebool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }    auto rootNode = csloader::createNode("MainScene.csb");//瓦片地图编辑器生成瓦片地图map.tmx;把相关资源放到工程文件夹下    auto map1 = TMXTiledMap::create("map.tmx");    addChild(map1);    Vector<Node*> maps = map1->getChildren();    SpriteBatchNode* child = NulL;    Ref* pObject = NulL;    for (Vector<Node*>::iterator item = maps.begin(); item != maps.end();item++) {        pObject = *item;        child = (SpriteBatchNode*)pObject;        //cclOG("%d",child->get));    }    TMXLayer* layer = map1->getLayer("scene");    addChild(rootNode);    return true;}
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