http://www.jb51.cc/article/p-mpzqadut-xy.html
做一款像素游戏项目,需要读取TMX文件中的阻挡区域,生成Box2d的fixture,来做阻挡 使用cocos2dx版本: 2.2.2
1.在tmx文件中创建一个”Physics”的层,用来存放编辑器中生成的各种阻挡块
编辑器中主要有polygone,polyline,Box和circle4种,其实Box也属于polygone
2.我的tiled map 版本Version 0.9.1
查看tmx文件,增加的层属于是不会被渲染的,所以添加多个层对效率也没有什么影响,我们此处叫”Physics”
上图的4个图形,分别对应下图XML的4个
polyline读取一个初始点x,y,然后读取一些列相对于初始点的偏移值
Box读取x,wIDth,height
circle读取起始点x,y,外加直径wIDth(height)足以,因为无法构造椭圆的b2Shape,所以我们构造圆
polygon读取起始点x,y,然后读取一些列相对于初始点的偏移值,类似于polyline
3.cocos2dx中解析此文件的时CCTMXXMLParser.cpp 大概在623行,但是代码中只解析了polygon,polyline和circle处解析代码为空,我们在此处添加完全
[cpp] vIEw plain copy 在CODE上查看代码片派生到我的代码片
else if (elementname == "polygon") { // find parent object's dict and add polygon-points to it ObjectGrouP* objectGroup = (ObjectGrouP*)m_pObjectGroups->lastObject(); CCDictionary* dict = (CCDictionary*)objectGroup->getobjects()->lastObject(); // get points value string const char* value = valueForKey("points",attributeDict); if(value) { CCArray* pPointsArray = new CCArray; // parse points string into a space-separated set of points stringstream pointsstream(value); string pointPair; while(std::getline(pointsstream,pointPair,' ')) { // parse each point combo into a comma-separated x,y point stringstream pointStream(pointPair); string xStr,yStr; char buffer[32] = {0}; CCDictionary* pPointDict = new CCDictionary; // set x if(std::getline(pointStream,xStr,',')) { int x = atoi(xStr.c_str()) + (int)objectGroup->getpositionOffset().x; sprintf(buffer,"%d",x); CCString* pStr = new CCString(buffer); pStr->autorelease(); pPointDict->setobject(pStr,"x"); } // set y if(std::getline(pointStream,yStr,')) { int y = atoi(yStr.c_str()) + (int)objectGroup->getpositionOffset().y; sprintf(buffer,y); CCString* pStr = new CCString(buffer); pStr->autorelease(); pPointDict->setobject(pStr,"y"); } // add to points array pPointsArray->addobject(pPointDict); pPointDict->release(); } dict->setobject(pPointsArray,"points"); pPointsArray->release(); dict->setobject(dict->objectForKey("points"),"polygonPoints"); } } else if (elementname == "polyline") { // find parent object's dict and add polyline-points to it // ObjectGrouP* objectGroup = (ObjectGrouP*)m_pObjectGroups->lastObject(); // CCDictionary* dict = (CCDictionary*)objectGroup->getobjects()->lastObject(); // Todo: dict->setobject:[attributeDict objectForKey:@"points"] forKey:@"polylinePoints"]; // ------Added by Teng.start // find parent object's dict and add polygon-points to it ObjectGrouP* objectGroup = (ObjectGrouP*)m_pObjectGroups->lastObject(); CCDictionary* dict = (CCDictionary*)objectGroup->getobjects()->lastObject(); // get points value string const char* value = valueForKey("points","polylinePoints"); } // ------Added by Teng.end } else if (elementname == "ellipse") { // ------Added by Teng.start // Do nothing... ObjectGrouP* objectGroup = (ObjectGrouP*)m_pObjectGroups->lastObject(); CCDictionary* dict = (CCDictionary*)objectGroup->getobjects()->lastObject(); CCObject *obj = new CCObject; dict->setobject(obj,"ellipse"); obj->release(); // ------Added by Teng.end }
4.剩下的就是我们在程序中获取出这些阻挡区域了
[cpp] vIEw plain copy 在CODE上查看代码片派生到我的代码片
bool Map::createPhysical(b2World *world) { b2BodyDef body_def; body_def.type = b2_staticBody; body_def.position.SetZero(); mBody = world->CreateBody(&body_def); // 找出阻挡区域所在的层 ObjectGrouP* group = mTiledMap->objectGroupnamed("Physics"); CCArray* array = group->getobjects(); CCDictionary* dict; CCObject* pObj = NulL; CCARRAY_FOREACH(array,pObj) { dict = (CCDictionary*)pObj; if (!dict) continue; b2FixtureDef fixture_def; StaticBlockObject *sb_obj = new StaticBlockObject(); sb_obj->density = 1.0f; sb_obj->friction = 0.2f; sb_obj->restitution = 0.f; // 读取所有形状的起始点 float x = ((CCString*)dict->objectForKey("x"))->floatValue(); float y = ((CCString*)dict->objectForKey("y"))->floatValue(); b2Shape* shape = NulL; //多边形 CCObject *polygon = dict->objectForKey("polygonPoints"); if (polygon) { CCArray *polygon_points = (CCArray*)polygon; std::vector<b2Vec2> points; // 必须将所有读取的定点逆向,因为翻转y之后,三角形定点的顺序已经逆序了,构造b2polygonShape会crash int c =polygon_points->count(); points.resize(c); c--; CCDictionary* pt_dict; CCObject* obj = NulL; CCARRAY_FOREACH(polygon_points,obj) { pt_dict = (CCDictionary*)obj; if (!pt_dict) { continue; } // 相对于起始点的偏移 float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue(); float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue(); points[c--] = (b2Vec2((x + offx) / PTM_RATIO,(y-offy) / PTM_RATIO)); } b2polygonShape *ps = new b2polygonShape(); ps->Set(&points[0],points.size()); fixture_def.shape = ps; shape = ps; sb_obj->shape = StaticBlockObject::ST_polyGON; } else if (polygon = dict->objectForKey("polylinePoints")){ CCArray *polyline_points = (CCArray*)polygon; std::vector<b2Vec2> points; CCDictionary* pt_dict; CCObject* obj = NulL; CCARRAY_FOREACH(polyline_points,obj) { pt_dict = (CCDictionary*)obj; if (!pt_dict) { continue; } float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue(); float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue(); points.push_back(b2Vec2((x + offx) / PTM_RATIO,(y-offy) / PTM_RATIO)); } b2ChainShape *ps = new b2ChainShape(); ps->CreateChain(&points[0],points.size()); fixture_def.shape = ps; shape = ps; sb_obj->shape = StaticBlockObject::ST_polyGON; } else if (dict->objectForKey("ellipse")) { float wIDth = ((CCString*)dict->objectForKey("wIDth"))->floatValue(); float height = ((CCString*)dict->objectForKey("height"))->floatValue(); b2CircleShape *ps = new b2CircleShape; ps->m_p.Set((x+wIDth/2) / PTM_RATIO,((y+height/2)) / PTM_RATIO); ps->m_radius = wIDth/2/PTM_RATIO; fixture_def.shape = ps; shape = ps; sb_obj->shape = StaticBlockObject::ST_CIRCLE; } else { float wIDth = ((CCString*)dict->objectForKey("wIDth"))->floatValue(); float height = ((CCString*)dict->objectForKey("height"))->floatValue(); b2polygonShape *ps = new b2polygonShape; ps->SetAsBox(wIDth/2/PTM_RATIO,height/2/PTM_RATIO,b2Vec2((x+wIDth/2)/PTM_RATIO,(y+height/2)/PTM_RATIO),0); fixture_def.shape = ps; shape = ps; sb_obj->shape = StaticBlockObject::ST_polyGON; } fixture_def.density = sb_obj->density; fixture_def.friction = sb_obj->friction; fixture_def.restitution = sb_obj->restitution; b2Fixture *fixture = mBody->CreateFixture(&fixture_def); sb_obj->fixture = fixture; if (shape) { delete shape; shape = NulL; } // Storage the Static block object. mStaticBlockList.push_back(sb_obj); } return true; } 附带上StaticBlockObject代码,这个主要用来记录阻挡的类型、属性,以后用来做阻挡判断[cpp] vIEw plain copy 在CODE上查看代码片派生到我的代码片/** Storage fixture user data. use for b2Fixture user data. */ class iFixtureUserData { public: typedef uint BodyType; typedef uint FixtureType; static const BodyType BT_Avata = 0x000; // no any use... static const FixtureType FT_None = 0x000; static const BodyType BT_Map = 0x1000; static const FixtureType FT_STATIC_OBJ = 0x1F01; static const FixtureType FT_DYNAMIC_OBJ = 0x1F02; // static const BodyType BT_Role = 0x2000; static const BodyType BT_Bullet = 0x2100; static const FixtureType FT_BODY = 0x2F01; static const FixtureType FT_FOOT = 0x2F02; public: iFixtureUserData(BodyType body_type,FixtureType fixture_type): mBodyType(body_type),mFixtureType(fixture_type){ } virtual ~iFixtureUserData() { } inline BodyType getbodyType() { return mBodyType; } inline FixtureType getFixtureType() { return mFixtureType; } protected: BodyType mBodyType; FixtureType mFixtureType; }; /** Block object. specify a block area in physics engine. */ class StaticBlockObject : public iFixtureUserData { public: StaticBlockObject(): iFixtureUserData(BT_Map,FT_STATIC_OBJ),fixture(NulL),half_block(false) { } enum ShapeType { ST_polyGON = 0,ST_CIRCLE = 1,ST_EDGE = 2 }; ShapeType shape; // The shape type. float density; float friction; float restitution; b2Fixture *fixture; bool half_block; }; typedef std::vector<StaticBlockObject *> StaticBlockList;
因为是从代码中直接复制的,但无非实现了下面几个功能:
1.在map中找到”Physics”层
2.遍历读取所有图形的起始点,并分析是何种图形,并读取相应的属性
3.用读取的每个图形来构造b2Shape,用地图的body来构造b2Fixture
其中有几个地方需要注意:
1.因为Box2d和游戏中使用的单位不同,分别是米和像素,所以要用PTM_RATIO宏来转换
2.polygon读取的所有点来构造b2polygonShape,这个序列必须是读取的所有点的反向列表,否则会报一个计算center断言错误
产生这个的原因是因为:tmx中的顶点坐标系是地图左上角,游戏中是左下角,CCTMXXMLParser.cpp中解析起始点的时候,自动帮我们转为游戏中的坐标
于是tmx中的1,2,3,4的顶点序列,构成的区域是凸多边形的内部,转换后就成为了4,3,2,1,构成的是凸多边形的外部
polyline因为不是闭合的,无所谓逆向一说
[cpp] vIEw plain copy 在CODE上查看代码片派生到我的代码片
std::vector<b2Vec2> points; // 必须将所有读取的定点逆向,因为翻转y之后,三角形定点的顺序已经逆序了,构造b2polygonShape会crash int c =polygon_points->count(); points.resize(c); c--; CCDictionary* pt_dict; CCObject* obj = NulL; CCARRAY_FOREACH(polygon_points,obj) { pt_dict = (CCDictionary*)obj; if (!pt_dict) { continue; } // 相对于起始点的偏移 float offx = ((CCString*)pt_dict->objectForKey("x"))->floatValue(); float offy = ((CCString*)pt_dict->objectForKey("y"))->floatValue(); points[c--] = (b2Vec2((x + offx) / PTM_RATIO,(y-offy) / PTM_RATIO)); } b2polygonShape *ps = new b2polygonShape(); ps->Set(&points[0],points.size()); fixture_def.shape = ps;
5.传个效果图:
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