Cocos2d-x 3.2 大富翁游戏项目开发-第八部分 角色按路径行走

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路径获得之后,我们就可以让角色按照路径行走了,当点击go按钮的时候,我们调用player的startGo()方法,传入的参数就是保存了路径的2个一维数组

void GameBaseScene::goButtonCallback(cocos2d::CCObject *pSender)
{
	RouteNavigation::getInstance()->getPath(player1,3,canPassGrid,tiledRowsCount,tiledColsCount);
	std::vector<int> colVector = RouteNavigation::getInstance()->getPathCols_vector();
	std::vector<int> rowVector = RouteNavigation::getInstance()->getPathRow_vector();
	for(int i=0;i<rowVector.size();i++)
	{
		log(" rowVector row is %d --- colVector col is %d",rowVector[i],colVector[i]);
	}
	//调用RicherPlayer类的startGo方法
	player1->startGo(rowVector,colVector);
}


给类RicherPlayer添加相应的startGo方法

void RicherPlayer::startGo(std::vector<int> rowVector,std::vector<int> colVector)
{
	//获取游戏控制器RicherGameController,调用其中的startRealGo()方法,开始真正的角色行走
	RicherGameController* rgController = RicherGameController::create();
	addChild(rgController);
	rgController->startRealGo(rowVector,colVector,this);
}

void RicherGameController::startRealGo(std::vector<int> rowVector,std::vector<int> colVector,RicherPlayer* richerPlayer)
{
	currentRow = rowVector[0];	currentCol = colVector[0]; //获取第一个位置的行列值
	nextRow =0;	nextCol =0; //下一步的行列值
	//创建上下左右的动作,并放入缓存
	if(!AnimationCache::getInstance()->animationByName("left_animation"))
	{
AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(richerPlayer->getAnim_left_vector(),playerGoPerFrameTime),"left_animation");
	}
	if(!AnimationCache::getInstance()->animationByName("right_animation"))
	{
AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(richerPlayer->getAnim_right_vector(),"right_animation");
	}
	if(!AnimationCache::getInstance()->animationByName("down_animation"))
	{
AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(richerPlayer->getAnim_down_vector(),"down_animation");
	}
	if(!AnimationCache::getInstance()->animationByName("up_animation"))
	{
AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(richerPlayer->getAnim_up_vector(),"up_animation");
	}
	//从缓存中取得上下左右的动作,创建相应的动画
	 left = Animate::create(AnimationCache::getInstance()->animationByName("left_animation"));
	 right =Animate::create( AnimationCache::getInstance()->animationByName("right_animation"));
	 down =Animate::create(AnimationCache::getInstance()->animationByName("down_animation"));
	 up = Animate::create(AnimationCache::getInstance()->animationByName("up_animation"));
	//retain 一下,引用计数加一,防止动画被清除
	 left->retain();
	 right ->retain();
	 down->retain();
	 up->retain();
	//根据参数给相应变量赋值
	_rowVector=rowVector;
	_colVector=colVector;
	_richerPlayer =richerPlayer;
	stepHasGone = 0;//角色已经走了几步
	stepsCount = _rowVector.size()-1;//取得路径需要走的步数,因为第一个是当前位置的行列,所以不计入步数
	moveOneStep();//开始行走,先走一步,走完一步后,再走下一步
}

void RicherGameController::moveOneStep()
{
		//获取下一步行列,计算同当前行列的差值
		nextRow = _rowVector[stepHasGone+1];	
                nextCol = _colVector[stepHasGone+1];
		int distanceRow = nextRow - currentRow;	
                int distanceCol = nextCol - currentCol;

		MoveBy* moveBy;	Repeat* repeate;	Action* spawnAction;
		//根据行列的差值,创建上下左右相应的动作,包括移动和行走的动画

		if(distanceRow >0)//up
		{
			moveBy = MoveBy::create(playerGoTotalTime,ccp(0,tiledHeight)); 
			repeate = Repeat::create(up,1);
		}
		if(distanceRow <0)//down
		{
			moveBy = MoveBy::create(playerGoTotalTime,-tiledHeight)); 
			repeate = Repeat::create(down,1);
		}
		if(distanceCol >0)//right
		{
			moveBy = MoveBy::create(playerGoTotalTime,ccp(tiledWidth,0)); 
			repeate = Repeat::create(right,1);
		}
		if(distanceCol <0)//left
		{
			moveBy = MoveBy::create(playerGoTotalTime,ccp(-tiledWidth,0)); 
			repeate = Repeat::create(left,1);
		}
		//创建同步动画,当移动完毕,执行callEndGoFunc方法,进而调用endGo()方法
		spawnAction = Sequence::create(Spawn::create(moveBy,repeate,NULL),callEndGoFunc,NULL);
		_richerPlayer->runAction(spawnAction);
}

void RicherGameController::endGo()
{
	stepHasGone++;//走完一步后,已走步数加1
	if(stepHasGone >= stepsCount) //如果已走步数大于等于总步数,返回
	{
		return;
	}
	currentRow = nextRow;
	currentCol = nextCol;//当前行列赋值为下一行列
	moveOneStep();//开始下一步的移动
	log("go end");
}


经过测试发现,角色会来回走动,走过去了还走回来,所以我们需要给角色类Player添加 表示角色从哪个位置过来的属性

修改RouteNavigation类的getPath()方法

void RouteNavigation::getPath(RicherPlayer* player,int stepsCount,bool** canPassGrid,int gridRowsCount,int gridColsCount)
{…………………………..
	int rowtemp = player->getComeFromeRow();
	int coltemp = player->getComeFromCol();
	if(rowtemp <=-1 || coltemp <= -1)
	{
		player->setComeFromCol(currentCol);
		player->setComeFromeRow(currentRow);
	}
	//设置角色从哪里来的位置为false ,以表示不可通过
	canPassGrid_copy[player->getComeFromeRow()][player->getComeFromCol()] = false;
………………………..
	//获取完路径后,设置角色的来自的位置
	player->setComeFromCol(pathCols_vector[pathCols_vector.size()-2]);
	player->setComeFromeRow(pathRow_vector[pathRow_vector.size()-2]);
}

测试发现角色终于可以正常走动了




流程图如下


目前为止,代码写的相对较多了,有必要重新整理一下,下部分,我们进行一下代码优化。便于后期的继续开发。


点击下载代码 http://download.csdn.net/detail/lideguo1979/8292407

未完待续........................

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