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);
- }
- 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........................