Esempio n. 1
0
void Soko::spriteMoveFinished(CCNode *sender)
{
	mpPlayer->mIsMoving = false;
	
	int mapYSize = this->getTileMap()->getMapSize().height;
	CCTMXLayer *pTMGround = this->getTileMap()->layerNamed("Ground");

	// Change the boxes to show whether they are on a goal spot or not
	// This code is a bit of a duplicate of the code that moves the boxes,
	// but I don't want to do the update until the move completes
	int GoalCount = 0;
	int BoxCount = 0;
	CCArray *pBoxes = this->getTileMap()->getChildren();
	for(int i=0; i<pBoxes->count(); ++i)
	{
		CCSprite *pBox = (CCSprite *)pBoxes->objectAtIndex(i);
		if (pBox->getTag() == 1)
		{
			// Need to actually count these as tile map has children other than
			// just the boxes, such as the player and any effects I might add
			++BoxCount;

			int boxXCell = (pBox->getPosition().x-32) / 64;
			int boxYCell = mapYSize - 1 - ((pBox->getPosition().y-32) / 64);

			if (pTMGround->tileGIDAt( ccp(boxXCell, boxYCell) ) == 2)
			{
				// On floor
				pBox->setTextureRect(CCRectMake(64,0,64,64));
			}
			else if (pTMGround->tileGIDAt( ccp(boxXCell, boxYCell) ) == 3)
			{
				// On goal
				++GoalCount;
				pBox->setTextureRect(CCRectMake(128,0,64,64));
			}
		}
	}

	ostringstream movesStr;
	movesStr << "Moves: " << setw(4) << setfill('0') << mpPlayer->mMoveCount;
	ostringstream pushesStr;
	pushesStr << "Pushes: " << setw(4) << setfill('0') << mpPlayer->mPushCount;
	// NB This crashed when I used TTFLabels
	mpMovesLabel->setString(movesStr.str().c_str());
	mpPushesLabel->setString(pushesStr.str().c_str());

	if (GoalCount == BoxCount)
	{
		// Win!
		mGameRunning = false;
		// Fade label in and bounce its size a little
		mpLevelCompleteLabel->runAction(CCFadeIn::actionWithDuration(0.5));
		mpLevelCompleteLabel->runAction( CCSequence::actions(
			CCScaleTo::actionWithDuration( (ccTime)0.25, 1.10 ),
			CCScaleTo::actionWithDuration( (ccTime)0.25, 1.00 ), NULL) );
	}
}
Esempio n. 2
0
void MapScene::playermapvcollision(){
    //主角与地图竖直(下)图素的碰撞检测
	CCPoint playerpoint = gameplayer->getPosition();
	CCSize palyersize = gameplayer->getContentSize();
	CCTMXTiledMap* map = (CCTMXTiledMap*) getChildByTag(kTagTileMap);
	int indexx,indexy;
	CCTMXLayer* layer = map->layerNamed("logic");
    //人物下边界
	indexx = (playerpoint.x) / map->getTileSize().width;
	indexy = map->getMapSize().height - (playerpoint.y) / map->getTileSize().height;
	CCPoint playerindex = ccp(indexx,indexy);
	int tilegid = layer->tileGIDAt(playerindex);
	if(tilegid > 0){
       CCDictionary *tiledic = map->propertiesForGID(tilegid);
       CCString *mvalue = (CCString *)tiledic->objectForKey("collion");
       int mv = mvalue->intValue();
	   if(mv == 1){
		  if(vmove < 0){
		     vmove = 0;
			 hmove = 0;
		     playerpoint.y = (map->getMapSize().height - indexy) * map->getTileSize().height;
		     gameplayer->setPosition(playerpoint);
		  }
		  return;
	   }
	}
	vmove -= 0.2;
}
Esempio n. 3
0
void MapScene::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
	CCSetIterator it = pTouches->begin();
    CCTouch* touch = (CCTouch*)(*it);

    CCPoint m_tBeginPos = touch->getLocationInView();    
    m_tBeginPos = CCDirector::sharedDirector()->convertToGL( m_tBeginPos );
    char mch[256];
	CCTMXTiledMap* map = (CCTMXTiledMap*) getChildByTag(kTagTileMap);
	CCPoint mapp = map->getPosition();
    //获得触摸点位置在地图上的索引(行列)
	CCPoint aimmapindex = convertto2d(m_tBeginPos.x - mapp.x,m_tBeginPos.y - mapp.y);
	if(aimmapindex.x < 0 || aimmapindex.y < 0 || aimmapindex.x >= map->getMapSize().width || aimmapindex.y >= map->getMapSize().height)
	{
		return;
	}
	CCPoint herop = m_tamara->getPosition();
	CCPoint mapindex = convertto2d(herop.x,herop.y);
	CCTMXLayer* layer = map->layerNamed("grass");
	int tilegid = layer->tileGIDAt(ccp(aimmapindex.x,aimmapindex.y));
	CCDictionary *tiledic = map->propertiesForGID(tilegid);
	CCString *mvalue = (CCString *)tiledic->objectForKey("conflict");
	int mv = mvalue->intValue();
	if(mv == 1){
	   return;
	}
    //A星搜索
	path = myastar->findPath(mapindex.x,mapindex.y,aimmapindex.x,aimmapindex.y,map);
	stepindex = 1;
	smallstepindex = 0;
}
Esempio n. 4
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void MyBattleMap::initCostMap() {
    CCTMXLayer* layer = this->layerNamed("tiled");
    CCSize size = this->getMapSize();
    const char* str;
    int cost = 0;
    costMap = new int*[(int)size.width];
    for(int i = 0; i < size.width; i++) {
        costMap[i] = new int[(int)size.height];
    }
    for (int i=0; i<size.width; ++i) {
        for (int j=0; j<size.height; ++j) {
            str  = ((CCString*) this->propertiesForGID(layer->tileGIDAt(ccp(i,j)))->objectForKey("cost"))->getCString();
            costMap[i][j] = sscanf(str, "%d", &cost);
            
        }
    }
    mybuildingMap = new CCObject**[(int)size.width+2];
    for(int i = 0; i < size.width+2; i++) {
        mybuildingMap[i] = new CCObject*[(int)size.height+2];
    }
    for (int i=0; i<size.width+2; ++i) {
        for (int j=0; j<size.height+2; ++j) {
            mybuildingMap[i][j] = NULL;
        }
    }
    //    layer->get
    //    if (Mathlib::inBound(int(tiled.x+0.5),this->getMapSize().width-1 , 0)&&Mathlib::inBound(int(tiled.y+0.5),this->getMapSize().height-1 , 0)) {
    //    ////        CCLog("TransX:%f,transY:%f",ceil(tiled.x),ceil(tiled.y));
    //        layer->setTileGID(3,ccp(int(tiled.x+0.5),int(tiled.y+0.5)));
    //    }
}
Esempio n. 5
0
void MapScene::playermaphcollision(){
    //主角与地图水平(左右)图素的碰撞检测
	CCPoint playerpoint = gameplayer->getPosition();
	CCSize palyersize = gameplayer->getContentSize();
	CCTMXTiledMap* map = (CCTMXTiledMap*) getChildByTag(kTagTileMap);
	int indexx,indexy;
	char mch[256];
	CCTMXLayer* layer = map->layerNamed("logic");
    //遍历图素块
	for(int playery = playerpoint.y - palyersize.height;playery <= playerpoint.y;playery ++){
	   //人物左边界
       indexx = (playerpoint.x - palyersize.width / 2) / map->getTileSize().width;
	   indexy = (playerpoint.y) / map->getTileSize().height;
	   CCPoint playerindex = ccp(indexx,indexy);
	   int tilegid = layer->tileGIDAt(playerindex);
	   if(tilegid > 0){
          //如果碰撞,设置主角位置
	      CCDictionary *tiledic = map->propertiesForGID(tilegid);
	      CCString *mvalue = (CCString *)tiledic->objectForKey("collion");
          int mv = mvalue->intValue();
	      if(mv == 2){
             hmove = 0;
		     playerpoint.x = (indexx + 1) * map->getTileSize().width + palyersize.width / 2;
		     gameplayer->setPosition(playerpoint);
	      }
		  return;
	   }
       //人物右边界
	   indexx = (playerpoint.x + palyersize.width / 2 - 1) / map->getTileSize().width;
	   indexy = (playerpoint.y) / map->getTileSize().height;
	   playerindex = ccp(indexx,indexy);
	   tilegid = layer->tileGIDAt(playerindex);
	   if(tilegid > 0){
          //如果碰撞,设置主角位置
          CCDictionary *tiledic = map->propertiesForGID(tilegid);
          CCString *mvalue = (CCString *)tiledic->objectForKey("collion");
          int mv = mvalue->intValue();
	      if(mv == 2){
             hmove = 0;
		     playerpoint.x = (indexx) * map->getTileSize().width - palyersize.width / 2;
		     gameplayer->setPosition(playerpoint);
	      }
		  return;
	   }
	}
}
Esempio n. 6
0
bool Astar::checkmap(int col,int row)
{
    //检查地图中是否有碰撞
   if(abs(aimCol - col) > 1 || abs(aimRow - row) > 1){
	  CCTMXLayer* layer = map->layerNamed("grass");
      int tilegid = layer->tileGIDAt(ccp(col,row));
	  CCDictionary *tiledic = map->propertiesForGID(tilegid);
	  CCString *mvalue = (CCString *)tiledic->objectForKey("conflict");
      int mv = mvalue->intValue();
	  if(mv == 1){
	     return false;
	  } 
   }
   return true;
}
Esempio n. 7
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void BattleMap::f_decide(int i, int j){		//通过新的选中tile对map进行重构。 use the set to decide.
	imply_set(ts_last,0);
	ts_last.clear();

	CCTMXTiledMap* map = (CCTMXTiledMap*) getChildByTag(kTagMap);
	CCTMXLayer* layer = map->layerNamed("Battle");

	unsigned int gid = layer->tileGIDAt(ccp(i,j));

	draw_mouse_range(ccp(i,j));

	m_mou_cur = ccp(i,j);
	imply_set(ts_last,c_r);
	imply_set(cs_dis,c_b);			//blue is higher than red.

}
Esempio n. 8
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bool TileMap::canPassedCOLROW(cocos2d::CCPoint pos){
    CCLayer *layer = this->getLayer();
    CCTMXTiledMap *tileMap = dynamic_cast<CCTMXTiledMap*>(layer->getChildByTag(tilemap_tag));
    //获得block层
    CCTMXLayer *block = tileMap->layerNamed("block");
    //获得砖块(根据某个位置)
    int tileGID = block->tileGIDAt(pos);
    if (tileGID) {
        CCDictionary *properties = tileMap->propertiesForGID(tileGID);
        if (properties) {
            const CCString *collion = properties->valueForKey("blockTiled");
            if (collion&&collion->compare("1")) {
                return true;
            }
        }
    }
    return true;
}
CCArray* LoadLevelEnemies::getEnemiesListFromLayer(CCTMXTiledMap *tilemap,
		Player *player) {

	CCTMXLayer* layer = tilemap->layerNamed("enemies");

	CCSize layersize = layer->getLayerSize();

	CCLOG("%s \n", "setEnemiesTilesInformation");
	CCArray *enemieArray = CCArray::create();
	CCDictionary* enemiesDictionary = PersistenceAux::getEnemyData();
	CCLOG("Enemy data loaded");
	for (int x = 0; x < layersize.width; x++) {
		for (int y = 0; y < layersize.height; y++) {
			unsigned int tmpgid = layer->tileGIDAt(ccp(x, y));
			if (tmpgid != 0) {
				CCSprite* tile = layer->tileAt(ccp(x, y));
				CCRect box = tile->boundingBox();
				CCPoint boxsize = ccp(box.size.width, box.size.height);
				CCPoint tilePosition = ccpAdd(tile->getPosition(),
						ccpMult(boxsize, 0.5));
				layer->removeTileAt(ccp(x, y));

				// create the enemy directly
				CCDictionary* tileProperties = tilemap->propertiesForGID(
						tmpgid);
				CCLOG("%s \n", "dictionary for enemies properties");
				CCString* enemyName = (CCString*) tileProperties->objectForKey(
						"name");
				CCLOG("Enemy name %s \n", enemyName->getCString());
				CCDictionary* enemyProperties =
						(CCDictionary *) enemiesDictionary->objectForKey(
								enemyName->getCString());
				CCLOG("Enemy prop. Dictionary size %d \n",
						enemyProperties->count());
				CCLOG("Enemy Position x %d \n", tilePosition.x);

				CCLOG("************** PLIST ****************** \n");
				CCLOG("SPEED %s",
						((CCString*) enemyProperties->objectForKey("speed"))->getCString());
				CCLOG("JUMPFORCE %s",
						((CCString*) enemyProperties->objectForKey("jump"))->getCString());
				CCLOG("SIGHT %s",
						((CCString*) enemyProperties->objectForKey("sight"))->getCString());
				CCLOG("DIFICULT %s",
						((CCString*) enemyProperties->objectForKey("dificult"))->getCString());
				CCLOG("DEFAULT IMAGE %s",
						((CCString*) enemyProperties->objectForKey(
								"defaultimage"))->getCString());
				CCLOG("************** PLIST END ****************** \n");

				MeeleEnemy* enemy = MeeleEnemy::create(
						(CCString*) enemyProperties->objectForKey(
								"defaultimage"),
						(CCString*) enemyProperties->objectForKey("dificult"),
						(CCString*) enemyProperties->objectForKey("jump"),
						(CCString*) enemyProperties->objectForKey("sight"),
						(CCString*) enemyProperties->objectForKey("speed"),
						tilePosition, enemyName,
						(CCString*) enemyProperties->objectForKey("damage")
				);
				CCLOG("%s \n", "Initializing enemies");
				enemy->initMeeleEnemy(player);
				CCLOG("%s \n", "Add enemies to enemy array");
				enemieArray->addObject(enemy);
			}
		}
	}
	return enemieArray;
}
Esempio n. 10
0
bool Soko::MovePlayer(int dx, int dy)
{
	// Only move if not a stationary move or a diagonal move
	if ( (dx!=0 && dy!=0)  || (dx==0 && dy==0) )
		return false;

	// Do some "collision detection" with the walls
	int oldX = mpPlayer->mpSprite->getPosition().x;
	int oldY = mpPlayer->mpSprite->getPosition().y;
	int oldCellX = oldX / 64;
	int oldCellY = oldY / 64;
	int mapYSize = this->getTileMap()->getMapSize().height;
	CCTMXLayer *pTMGround = this->getTileMap()->layerNamed("Ground");

	// Allow for y coords of map being back to front
	int newX = oldCellX+dx;
	int newY = mapYSize - 1 - (oldCellY+dy);
	int tileGid = pTMGround->tileGIDAt(ccp(newX, newY ) );
	if (tileGid == 1) // Trying to move into wall
		return false;

	// Now see if we're trying to push a box
	// - all box sprites have tag set to one
	CCSprite *pPushedBox = NULL;
	CCArray *pBoxes = this->getTileMap()->getChildren();
	for(int i=0; i<pBoxes->count(); ++i)
	{
		CCSprite *pBox = (CCSprite *)pBoxes->objectAtIndex(i);
		if (pBox->getTag() == 1)
		{
			int boxXCell = (pBox->getPosition().x-32) / 64;
			int boxYCell = mapYSize - 1 - ((pBox->getPosition().y-32) / 64);
			if (boxXCell==newX && boxYCell==newY)
			{
				// We're walking into a box - see if we can push it
				int nextBoxXCell = boxXCell+dx;
				int nextBoxYCell = boxYCell+(dy*-1); // Need to reverse the direction
				int nextBoxTile = pTMGround->tileGIDAt( ccp(nextBoxXCell, nextBoxYCell) );
				// - not if it is next to a wall
				if (nextBoxTile==1)
					return false;
				// See if it is next to another box - ie need to look to see if there is
				// a box in the cell we would be moving it to
				for(int j=0; j<pBoxes->count(); ++j)
				{
					CCSprite *pBox2 = (CCSprite *)pBoxes->objectAtIndex(j);
					if (pBox2->getTag() == 1)
					{
						int box2XCell = (pBox2->getPosition().x-32) / 64;
						int box2YCell = mapYSize - 1 - ((pBox2->getPosition().y-32) / 64);
						if (box2XCell == nextBoxXCell && box2YCell == nextBoxYCell)
							return false;
					}
				}

				// Push the box
				pPushedBox = pBox;
			}
		}
	}

	// Move the player (and box) and notify us when done
	++mpPlayer->mMoveCount;
	mpPlayer->mIsMoving = true;

	// Need to see which way we've moved to see if we need to spin player to face movement direction
	int newFacing = 0;
	if (dx==-1)
		newFacing = 2;
	if (dy==1)
		newFacing = 3;
	if (dy==-1)
		newFacing = 1;

	// TODO minor bug - it should really take twice as long to rotate 180 degrees as
	// it does to rotate 90
	CCFiniteTimeAction *playerRotateAction = NULL;
	float rotateDelay = 0.1f;
	if (newFacing != mpPlayer->mFacing)
	{
		playerRotateAction = CCRotateTo::actionWithDuration(rotateDelay, newFacing * 90);
	}
	else
		playerRotateAction = CCDelayTime::actionWithDuration(0.0f);

	// Slightly convoluted logic follows to get box to delay its move if player spins before
	// pushing.
	if (pPushedBox != NULL)
	{
		CCFiniteTimeAction *actionBoxMove = CCMoveTo::actionWithDuration( (ccTime)0.2,
							ccp(pPushedBox->getPosition().x+64*dx, pPushedBox->getPosition().y+64*dy) );
		if (newFacing != mpPlayer->mFacing)
			pPushedBox->runAction( CCSequence::actions( CCDelayTime::actionWithDuration(rotateDelay), actionBoxMove, NULL) );
		else
			pPushedBox->runAction( actionBoxMove );

		++mpPlayer->mPushCount;
	}

	CCFiniteTimeAction *actionMove = CCMoveTo::actionWithDuration( (ccTime)0.2,
		ccp(oldX+(dx*64), oldY+(dy*64)) );
	CCFiniteTimeAction *actionMoveDone = CCCallFuncN::actionWithTarget( this,
		callfuncN_selector(Soko::spriteMoveFinished));
	mpPlayer->mpSprite->runAction( CCSequence::actions(playerRotateAction, actionMove, actionMoveDone, NULL) );
	
	mpPlayer->mFacing = newFacing;	

	// Slightly heavier footstep if we're pushing
	if (pPushedBox == NULL)
		SimpleAudioEngine::sharedEngine()->playEffect( CCFileUtils::fullPathFromRelativePath("Soko_Footsteps01.wav") );
	else
		SimpleAudioEngine::sharedEngine()->playEffect( CCFileUtils::fullPathFromRelativePath("Soko_Footsteps02.wav") );

	return true;
}
Esempio n. 11
0
bool CMGameMap::Init(CMReceiver* pReceiver,enumMarioLevel &eMarioLevel)
{
	do 
	{
		//初始化成员变量
		m_fDropSpeedPlus = 0;
		m_fJumpSpeed = 0;
		m_bIsLeftKeyDown = false;
		m_bIsRightKeyDown = false;
		m_bIsJumpKeyDown = false;
		m_bIsFireKeyDown = false;
		m_bIsHeroDead = false;
		m_pReceiver = pReceiver;
		m_bNeedResetStage = false;

		//初始化游戏对象数组
		m_pArrayItems = CCArray::create();
		m_pArrayItems->retain();
		m_pArrayMonsters = CCArray::create();
		m_pArrayMonsters->retain();
		m_pArrayBlocks = CCArray::create();
		m_pArrayBlocks->retain();
		m_pArrayFireBall = CCArray::create();
		m_pArrayFireBall->retain();

		//初始化Mario
		CMMario* pMario = CMMario::CreateHero(this,eMarioLevel);
		CC_BREAK_IF(pMario==NULL);
		pMario->setPosition(TileMapPosToTileMapLayerPos(ccp(2,11)));
		addChild(pMario,enZOrderFront,enTagMario);
		//pMario->SetStatus(enMarioStatusBig);

		//隐藏原落坑判断层
		CCTMXLayer* pTrapLayer = layerNamed("trap");
		CC_BREAK_IF(pTrapLayer==NULL);
		pTrapLayer->setVisible(false);

		//初始化显示金币
		CCTMXLayer* pCoinLayer = layerNamed("coin");
		CC_BREAK_IF(pCoinLayer==NULL);
		pCoinLayer->setVisible(false);
		//获得地图的瓦片数量
		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找金币,建立并加入金币集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j))==enTileTypeCoin)
				{
					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint CoinTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemCoin* pCoin = CMItemCoin::CreateItemIcon(CoinTileMapLayerPos,getTileSize(),pMario,this);
					if (pCoin==NULL)
					{
						CCLog("Coin init Error!");
					}
					pCoin->setPosition(CoinTileMapLayerPos);
					pCoin->setAnchorPoint(ccp(0,0));
					m_pArrayItems->addObject(pCoin);
					addChild(pCoin);
				}
			}
		}

		//初始化怪物显示
		CCTMXObjectGroup* pObjectLayer = objectGroupNamed("objects");
		CC_BREAK_IF(pObjectLayer==NULL);
		CCArray *ObjectArray = pObjectLayer->getObjects();
		CCDictionary *pDic = NULL;
		for (unsigned int i = 0; i < ObjectArray->count(); i++)
		{
			pDic = (CCDictionary *)ObjectArray->objectAtIndex(i);
			int PosX = ((CCString*)pDic->objectForKey("x"))->intValue();
			int PosY = ((CCString*)pDic->objectForKey("y"))->intValue();
			PosY -= this->getTileSize().height;
			CCPoint TileXY = ccp(PosX, PosY);

			CCString *strName = (CCString*)pDic->objectForKey("name");
			CCString *strType = (CCString*)pDic->objectForKey("type");

			// 进行怪物的初始化,先根据名字来判断是不是enemy,再细分enemy类型		
			if (strName->m_sString == "enemy")
			{
				if (strType->m_sString == "mushroom")
				{
					CMMonsterMushrooms *pMonster = CMMonsterMushrooms::CreateMonsterMushrooms(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "tortoise")
				{
					CMMonsterTortoise *pMonster = CMMonsterTortoise::CreateMonsterTortoise(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "flower")
				{
					CMMonsterFlower *pMonster = CMMonsterFlower::CreateMonsterFlower(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
			}
		}

		//初始化砖块显示
		CCTMXLayer* pBlockLayer = layerNamed("block");
		CC_BREAK_IF(pBlockLayer==NULL);
		pBlockLayer->setVisible(false);
		//获得地图的瓦片数量
		// 		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		// 		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找瓦片,建立并加入瓦片集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j))==enTileTypeBlock)
				{
					//解析得到当前砖块的属性
					int GID = pBlockLayer->tileGIDAt(ccp(i,j));
					CCDictionary *pDic = propertiesForGID(GID);
					CC_BREAK_IF(pDic==NULL);
					CCString *strBlockType = (CCString*)pDic->objectForKey("blockType");
					if (strBlockType==NULL)
					{
						continue;
					}
					int nBlockType = strBlockType->intValue();

					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint BlockTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemBlock* pBlock = CMItemBlock::CreateItemBlock(BlockTileMapLayerPos,getTileSize(),pMario,this,(enumBlockType)nBlockType);
					if (pBlock==NULL)
					{
						CCLog("Block init Error!");
					}
					pBlock->setPosition(BlockTileMapLayerPos);
					pBlock->setAnchorPoint(ccp(0,0));
					m_pArrayBlocks->addObject(pBlock);
					addChild(pBlock);
				}
			}
		}

		return true;
	} while (false);
	CCLog("Fun CMGameMap::Init Error!");
	return false;
}
Esempio n. 12
0
void HelloWorld::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent)
{
	CCNode* node = this->getChildByTag(TileMapNode);	
	//NSAssert([node isKindOfClass:[CCTMXTiledMap class]], @"not a CCTMXTiledMap");
	CCTMXTiledMap* tileMap = (CCTMXTiledMap*)node;
	
	// get the position in tile coordinates from the touch location
	CCPoint touchLocation = this->locationFromTouch((cocos2d::CCTouch *)pTouches->anyObject());	
	CCPoint tilePos = this->tilePosFromLocation(touchLocation, tileMap);	

	//// move tilemap so that touched tiles is at center of screen
	this->centerTileMapOnTileCoord(tilePos, tileMap);

	// Check if the touch was on water (eg. tiles with isWater property drawn in GameEventLayer)
	bool isTouchOnWater = false;	
	CCTMXLayer* eventLayer = tileMap->layerNamed("GameEventLayer");
	int tileGID = eventLayer->tileGIDAt(tilePos);	
	//
	if (tileGID != 0) {
		CCDictionary* properties = tileMap->propertiesForGID(tileGID);
		if (properties) {
			//CCLOG(@"NSDictionary 'properties' contains:\n%@", properties);	
			const CCString * isWaterProperty = properties->valueForKey("isWater");
			isTouchOnWater = isWaterProperty->boolValue();			
		}
	}
	
	// Check if the touch was within one of the rectangle objects
	CCTMXObjectGroup* objectLayer = tileMap->objectGroupNamed("ObjectLayer");
	//NSAssert([objectLayer isKindOfClass:[CCTMXObjectGroup class]], 
	//		 @"ObjectLayer not found or not a CCTMXObjectGroup");
	
	bool isTouchInRectangle = false;
	int numObjects = objectLayer->getObjects()->count();
	for (int i = 0; i < numObjects; i++){
		CCDictionary* properties = (CCDictionary*)objectLayer->getObjects()->objectAtIndex(i);
		CCRect rect = this->getRectFromObjectProperties(properties, tileMap);
		//	
		if (CCRect::CCRectContainsPoint(rect, touchLocation)) {
			isTouchInRectangle = true;
			break;
		}
	}
	
	// decide what to do depending on where the touch was ...
	if (isTouchOnWater) {
		//[[SimpleAudioEngine sharedEngine] playEffect:@"alien-sfx.caf"];
		CCLog("touchOnWater");
	}
	else if (isTouchInRectangle) {
		CCLog("touchObject");
		CCParticleSystem* system = CCParticleSystemQuad::particleWithFile("fx-explosion.plist");
		system->setAutoRemoveOnFinish(true);
		system->setPosition(touchLocation);
		this->addChild(system, 1);
	}
	else {

#if 0
		// get the winter layer and toggle its visibility
		CCTMXLayer* winterLayer = tileMap->layerNamed("WinterLayer");
		winterLayer->setVisible(!winterLayer->isVisible());
		
		// other options you might be interested in are:	

		// remove the touched tile		
		winterLayer->removeTileAt(tilePos);		
		// add a specific tile
		tileGID = winterLayer->tileGIDAt(CCPointMake(0, 19));
		winterLayer->setTileGID(tileGID, tilePos);
#endif

	}
}