大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处.
如果觉得写的不好请告诉我,如果觉得不错请多多支持点赞.谢谢! hopy ;)
现在打开MainScene.m文件,首先设置实例变量:
@implementation MainScene{
CGSize _viewSize;
CatSprite *_cat;
CCTiledMap *_tileMap;
CCTiledMapLayer *_bgLayer;
CCTiledMapLayer *_objectLayer;
//在cocos2Dv3中没有CCSpriteBatchNode类,而CCNode已经做了优化,所以用CCNode代替.
CCNode *_batchNode;
}
然后将帮助方法添加进去,里面有不少要修改的地方,大家可以对比原代码和我转换后方法中的区别:
-(BOOL)isValidTileCoord:(CGPoint)tileCoord {
if (tileCoord.x < 0 || tileCoord.y < 0 ||
tileCoord.x >= _tileMap.mapSize.width ||
tileCoord.y >= _tileMap.mapSize.height) {
return FALSE;
} else {
return TRUE;
}
}
-(BOOL)isProp:(NSString*)prop atTileCoord:(CGPoint)tileCoord
forLayer:(CCTiledMapLayer *)layer {
if (![self isValidTileCoord:tileCoord]) return NO;
int gid = [layer tileGIDAt:tileCoord];
NSDictionary * properties = [_tileMap propertiesForGID:gid];
if (properties == nil) return NO;
return [properties objectForKey:prop] != nil;
}
-(BOOL)isWallAtTileCoord:(CGPoint)tileCoord {
return [self isProp:@"Wall" atTileCoord:tileCoord forLayer:_bgLayer];
}
-(BOOL)isBoneAtTileCoord:(CGPoint)tileCoord {
return [self isProp:@"Bone" atTileCoord:tileCoord forLayer:_objectLayer];
}
-(BOOL)isDogAtTileCoord:(CGPoint)tileCoord {
return [self isProp:@"Dog" atTileCoord:tileCoord forLayer:_objectLayer];
}
-(BOOL)isExitAtTileCoord:(CGPoint)tileCoord {
return [self isProp:@"Exit" atTileCoord:tileCoord forLayer:_objectLayer];
}
-(void)removeObjectAtTileCoord:(CGPoint)tileCoord {
[_objectLayer removeTileAt:tileCoord];
}
- (CGPoint)tileCoordForPosition:(CGPoint)position {
int x = position.x / _tileMap.tileSize.width;
int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
return ccp(x, y);
}
-(void)setViewpointCenter:(CGPoint) position {
int x = MAX(position.x, _viewSize.width / 2);
int y = MAX(position.y, _viewSize.height / 2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width)
- _viewSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.height)
- _viewSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint centerOfView = ccp(_viewSize.width/2, _viewSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
_tileMap.position = viewPoint;
}
- (CGPoint)positionForTileCoord:(CGPoint)tileCoord {
int x = (tileCoord.x * _tileMap.tileSize.width) + _tileMap.tileSize.width/2;
int y = (_tileMap.mapSize.height * _tileMap.tileSize.height) - (tileCoord.y * _tileMap.tileSize.height) - _tileMap.tileSize.height/2;
return ccp(x, y);
}
-(void)update:(CCTime)delta{
[self setViewpointCenter:_cat.position];
}
接下来是比较重要的touchBegan和初始化方法.这里我将原来在init中的代码基本上都放到了didLoadFromCCB方法中,道理是一样的:
-(void)touchBegan:(CCTouch *)touch withEvent:(CCTouchEvent *)event{
CGPoint location = [[CCDirector sharedDirector] convertTouchToGL:touch];
location = [_tileMap convertToNodeSpace:location];
[_cat moveToward:location];
}
-(void)didLoadFromCCB{
_viewSize = [CCDirector sharedDirector].viewSize;
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"CatMaze.plist"];
_tileMap = [CCTiledMap tiledMapWithFile:@"CatMaze.tmx"];
[self addChild:_tileMap];
CGPoint spawnTileCoord = ccp(24,0);
CGPoint spawnPos = [self positionForTileCoord:spawnTileCoord];
[self setViewpointCenter:spawnPos];
_bgLayer = [_tileMap layerNamed:@"Background"];
_objectLayer = [_tileMap layerNamed:@"Objects"];
_batchNode = [CCNode node];
[_tileMap addChild:_batchNode];
_cat = [[CatSprite alloc] initWithMainScene:self];
_cat.position = spawnPos;
[_batchNode addChild:_cat];
self.userInteractionEnabled = YES;
}
注意Cocos2D v3.4中的触碰开启只需要简单的一句:
self.userInteractionEnabled = YES;
原来的那么多都可以省略了.现在编译运行游戏,效果如下图所示:
可以看到现在cat可以移动到屏幕最左边附近了,所以我们没有白费劲.现在的cat可以穿墙入室,所以我们需要让它与地图障碍物发生碰撞,这也是下一篇的内容 ;)