コード例 #1
0
ファイル: Main.cs プロジェクト: Nuckal777/mapKnight
        private void createBox2DWorldByLayer(CCTileMapLayer physicsLayer, CCTileMap physicsMap)
        {
            bool[,] Tile = extractHitboxTiles (physicsLayer, physicsMap);
            bool[,] Checked = new bool[(int)physicsLayer.LayerSize.Size.Width, (int)physicsLayer.LayerSize.Size.Height];

            //geht das Abbild durch
            int CurrentWidth;
            CurrentWidth = 0;

            int LastX;
            LastX = 0;

            for (int y = 0; y < physicsLayer.LayerSize.Size.Height; y++) {
                for (int x = 0; x < physicsLayer.LayerSize.Size.Width; x++) {
                    if (Tile [x, y] == false) {
                        if (CurrentWidth > 0) {
                            createBoxAt (LastX * (int)physicsLayer.TileTexelSize.Width * (int)physicsMap.ScaleX, ((int)physicsLayer.LayerSize.Size.Height - y - 1) * (int)physicsLayer.TileTexelSize.Height * (int)physicsMap.ScaleY, CurrentWidth * physicsLayer.TileTexelSize.Width * physicsMap.ScaleX, physicsLayer.TileTexelSize.Height * (int)physicsMap.ScaleY);
                        }
                        LastX = x + 1;
                        CurrentWidth = 0;
                    } else {
                        CurrentWidth += 1;
                    }
                }
                if (CurrentWidth > 0) {
                    createBoxAt (LastX * (int)physicsLayer.TileTexelSize.Width, ((int)physicsLayer.LayerSize.Size.Height - y - 1) * (int)physicsLayer.TileTexelSize.Height, CurrentWidth * physicsLayer.TileTexelSize.Width, physicsLayer.TileTexelSize.Height);
                }
                LastX = 0;
                CurrentWidth = 0;
            }
        }
コード例 #2
0
        protected override void AddedToScene()
        {
            base.AddedToScene();

            var tilemap = new CCTileMap("tilemaps/iso-test-zorder.tmx");
            AddChild(tilemap);

            // Uncomment this to test loading from a stream reader with Release > 1.3.1.0
            //
            // Note: the application.ContentSearchPaths.Add("tilemaps"); in AppDelegate.cs module
            //
            // Without a TileMapFileName there is no way to determine the relative offset of the backing 
            // graphic asset so this will have to set in the tile map definition or use a search path added 
            // to the application ContentSearchPaths ex.. application.ContentSearchPaths.Add("images");

//            using (var streamReader = new StreamReader(CCFileUtils.GetFileStream("tilemaps/iso-test-zorder.tmx")))
//            {
//                var tileMap = new CCTileMap(streamReader);
//                AddChild(tileMap);
//            }

            // Use the bounds to layout the positioning of our drawable assets
            var bounds = VisibleBoundsWorldspace;

            // position the label on the center of the screen
            label.Position = bounds.Center;

            // Register for touch events
            var touchListener = new CCEventListenerTouchAllAtOnce();
            touchListener.OnTouchesEnded = OnTouchesEnded;
            AddEventListener(touchListener, this);
        }
コード例 #3
0
        public static List<Platform> LoadPlatformFromLayer(CCTileMap TileMap, CCTileMapObjectGroup PlatformHolder, Container gameContainer)
        {
            List<Platform> LoadedPlatforms = new List<Platform> ();

            foreach (Dictionary<string,string> LayerObject in PlatformHolder.Objects) {
                if (LayerObject.ContainsKey ("type") == true) {
                    if (LayerObject ["type"] == "platform") {
                        int LoadedSpeed = 200;
                        if (LayerObject.ContainsKey ("speed"))
                            LoadedSpeed = Convert.ToInt32 (LayerObject ["speed"]);
                        List<CCPoint> LoadedWaipoints = new List<CCPoint> ();
                        LoadedWaipoints.Add (new CCPoint ((float)Convert.ToInt32 (LayerObject ["x"]) * TileMap.ScaleX, (float)Convert.ToInt32 (LayerObject ["y"]) * TileMap.ScaleY));
                        if (LayerObject.ContainsKey ("waypoints") == true) {
                            foreach (string WayPointPair in LayerObject ["waypoints"].Split(new char[]{';'},StringSplitOptions.RemoveEmptyEntries)) {
                                CCPoint TempLoadedPoint = new CCPoint ();
                                string[] Waypoint = WayPointPair.Split (new char[]{ ',' }, StringSplitOptions.RemoveEmptyEntries);
                                if (Waypoint.Length > 1) {
                                    TempLoadedPoint.X = LoadedWaipoints [LoadedWaipoints.Count - 1].X + (float)Convert.ToInt32 (Waypoint [0]) * TileMap.ScaleX * TileMap.TileTexelSize.Width;
                                    TempLoadedPoint.Y = LoadedWaipoints [LoadedWaipoints.Count - 1].Y + (float)Convert.ToInt32 (Waypoint [1]) * TileMap.ScaleY * TileMap.TileTexelSize.Height;
                                } else {
                                    throw new ArgumentException ("Incorrect Waypoints");
                                }
                                LoadedWaipoints.Add (TempLoadedPoint);
                            }
                        }
                        LoadedPlatforms.Add (new Platform (LoadedWaipoints, LoadedSpeed, gameContainer));
                    }
                }
            }

            return LoadedPlatforms;
        }
コード例 #4
0
ファイル: MergedLayer.cs プロジェクト: Nuckal777/mapKnight
        protected override void AddedToScene()
        {
            base.AddedToScene ();

            Background = new CCSprite ("background");
            Background.Scale = screenSize.Width / Background.ContentSize.Width;

            Map = new CCTileMap (new CCTileMapInfo ("tilemaps/bitte.tmx"));
            //bei einer Invocation Exception einfach ne neue Map machen
            //vielleicht auch mal schauen, ob die XML_Datei korrekt ist(Attribute, fehlende < etc.)
            //wenn die Maplayer nicht vollständig geladen werden, muss man die Compression umstellen

            //mapproperties
            if (Map.MapPropertyNamed ("Creator") != null)
                mapCreator = Map.MapPropertyNamed ("Creator");
            if (Map.MapPropertyNamed ("Version") != null)
                mapVersion = Map.MapPropertyNamed ("Version");
            if (Map.MapPropertyNamed ("Name") != null)
                mapName = Map.MapPropertyNamed ("Name");

            Map.Scale = 3f; //Scale auch beim Spawnpoint ändern
            Map.Antialiased = false;
            //Map.LayerNamed ("mainlayer")
            pointLayer = Map.ObjectGroupNamed ("points");
            Dictionary<string,string> spawnPoint = pointLayer.ObjectNamed ("SpawnPoint");

            gameContainer.mainCharacter.Position = new CCPoint ((float)Convert.ToInt32 (spawnPoint ["x"]) * Map.ScaleX, (float)Convert.ToInt32 (spawnPoint ["y"]) * Map.ScaleY);
            gameContainer.physicsHandler.Initialize (Map.MapDimensions.Size.Width * Map.TileTexelSize.Width * Map.ScaleX, gameContainer.mainCharacter, Map.LayerNamed ("mainlayer"), Map, gameContainer);
            gameContainer.mainCharacter.bindToPhysicsHandler (gameContainer.physicsHandler);

            //Platform hinzufügen
            gameContainer.platformContainer.AddRange (TMXLayerDataLoader.LoadPlatformFromLayer (Map, Map.ObjectGroupNamed ("aditionallayer"), gameContainer));
            gameContainer.jumpPadContainer.AddRange (TMXLayerDataLoader.LoadJumpPadFromLayer (Map, Map.ObjectGroupNamed ("aditionallayer"), gameContainer));

            this.AddChild (Background, -1);

            this.AddChild (Map, 0);
            this.AddChild (gameContainer.mainCharacter.Sprite, 2);
            this.AddChild (gameContainer.physicsHandler.debugDrawer.DrawNode, 1);

            foreach (Platform knownPlatform in gameContainer.platformContainer) {
                this.AddChild (knownPlatform);
            }
            foreach (JumpPad knownJumpPad in gameContainer.jumpPadContainer) {
                this.AddChild (knownJumpPad);
            }

            //particle init

            PlayerMovingParticle = new GroundParticle ();
            this.AddChild (PlayerMovingParticle);
            PlayerMovingParticle.Position = gameContainer.mainCharacter.Position;
        }
コード例 #5
0
ファイル: Main.cs プロジェクト: Nuckal777/mapKnight
        public void Initialize(float mapSizeWidth, Character Character, CCTileMapLayer physicsLayer, CCTileMap physicsMap, Container gameContainer)
        {
            mapSizeWidth /= pixelPerMeter;
            gameWorld = new b2World (new b2Vec2 (0, -9.8f));
            gameWorld.AllowSleep = false;

            //definiert den MainCharacter
            Character.createPhysicsBody (gameWorld);
            defineGround (mapSizeWidth);

            createBox2DWorldByLayer (physicsLayer, physicsMap);

            debugDrawer = new DebugDraw ();
            gameWorld.SetDebugDraw (debugDrawer);
            debugDrawer.AppendFlags (b2DrawFlags.e_shapeBit);

            collusionSensor = new CollusionSensor (gameContainer);
            gameWorld.SetContactListener (collusionSensor);
        }
コード例 #6
0
        protected override void AddedToScene()
        {
            base.AddedToScene();

            // Use the bounds to layout the positioning of our drawable assets
            var bounds = VisibleBoundsWorldspace;

            var tilemap = new CCTileMap("tilemaps/iso-test-zorder");
            // Load user submitted tilemap
            //var tilemap = new CCTileMap("tilemaps/test");

            AddChild(tilemap);
            // position the label on the center of the screen
            label.Position = bounds.Center;

            // Register for touch events
            var touchListener = new CCEventListenerTouchAllAtOnce();
            touchListener.OnTouchesEnded = OnTouchesEnded;
            AddEventListener(touchListener, this);
        }
コード例 #7
0
        public static List<JumpPad> LoadJumpPadFromLayer(CCTileMap TileMap, CCTileMapObjectGroup PlatformHolder, Container gameContainer)
        {
            List<JumpPad> LoadedJumpPads = new List<JumpPad> ();

            foreach (Dictionary<string,string> LayerObject in PlatformHolder.Objects) {
                if (LayerObject.ContainsKey ("type") == true) {
                    if (LayerObject ["type"] == "jumppad") {
                        b2Vec2 LoadedBoostVector = new b2Vec2 ();
                        if (LayerObject.ContainsKey ("boostvec")) {
                            string[] BoostVecData = LayerObject ["boostvec"].Split (new char[]{ ',' }, StringSplitOptions.RemoveEmptyEntries);
                            if (BoostVecData.Length > 1) {
                                LoadedBoostVector = new b2Vec2 ((float)Convert.ToInt32 (BoostVecData [0]), (float)Convert.ToInt32 (BoostVecData [1]));
                            }
                        }
                        CCPoint LoadedPosition;
                        LoadedPosition = new CCPoint ((float)Convert.ToInt16 (LayerObject ["x"]) * TileMap.ScaleX - JumpPad.JumpPadSize.Width / 2, (float)Convert.ToInt32 (LayerObject ["y"]) * TileMap.ScaleY - JumpPad.JumpPadSize.Height);
                        LoadedJumpPads.Add (new JumpPad (LoadedBoostVector, LoadedPosition, gameContainer.physicsHandler.gameWorld));
                    }
                }
            }

            return LoadedJumpPads;
        }
コード例 #8
0
ファイル: RegionViewHex.cs プロジェクト: Lopt/ascendancy
        /// <summary>
        /// Initializes a new instance of the <see cref="Client.Common.Views.RegionViewHex"/> class.
        /// </summary>
        /// <param name="region">The Region to draw.</param>
        public RegionViewHex(Region region)
            : base(region)
        {
            var tileMapInfo = new CCTileMapInfo(Common.Constants.ClientConstants.TILEMAP_FILE_HEX);
            m_tileMap = new CCTileMap(tileMapInfo);

            m_terrainLayer = m_tileMap.LayerNamed(ClientConstants.LAYER_TERRAIN);
            m_buildingLayer = m_tileMap.LayerNamed(ClientConstants.LAYER_BUILDING);
            m_menueLayer = m_tileMap.LayerNamed(ClientConstants.LAYER_MENU);
            m_indicatorLayer = m_tileMap.LayerNamed(ClientConstants.LAYER_INDICATOR);

            m_drawNodes = new Dictionary<Account, CCDrawNode>();

            m_childs = new Dictionary<LayerTypes, CCNode>();
            m_childs[LayerTypes.Terrain] = m_tileMap.TileLayersContainer;
            m_childs[LayerTypes.Building] = null;
            m_childs[LayerTypes.Unit] = new CCNode();
            m_childs[LayerTypes.Border] = new CCNode();
            m_childs[LayerTypes.Indicator] = null; // new CCNode();
            m_childs[LayerTypes.Menu] = null; // new CCNode();

            Init();
            LoadRegionViewAsync();
        }
コード例 #9
0
ファイル: TileMapTest.cs プロジェクト: KevinHeyer/CocosSharp
        public TileDemo(string tilemapName)
        {
            tileMap = new CCTileMap(tilemapName);
            tileLayersContainer = tileMap.TileLayersContainer;

            AddChild(tileMap);

            // Register Touch Event
			var touchListener = new CCEventListenerTouchAllAtOnce();
			touchListener.OnTouchesMoved = onTouchesMoved;

			AddEventListener(touchListener);
        }
コード例 #10
0
ファイル: TileMapTest.cs プロジェクト: KevinHeyer/CocosSharp
        public TileDemo (System.IO.StreamReader tilemapReader )
        {
            tileMap = new CCTileMap(tilemapReader);
            tileLayersContainer = tileMap.TileLayersContainer;

            AddChild(tileMap);

            // Register Touch Event
            var touchListener = new CCEventListenerTouchAllAtOnce();
            touchListener.OnTouchesMoved = onTouchesMoved;

            AddEventListener(touchListener);
        }
コード例 #11
0
		public TileMapPropertyFinder (CCTileMap tileMap)
		{
			this.tileMap = tileMap;
		}
コード例 #12
0
		public void PopulateFrom(CCTileMap tileMap)
		{
			tileDimension = (int)(tileMap.TileTexelSize.Width + .5f);

			TileMapPropertyFinder finder = new TileMapPropertyFinder (tileMap);

			foreach (var propertyLocation in finder.GetPropertyLocations())
			{
				if (propertyLocation.Properties.ContainsKey ("SolidCollision"))
				{
					float centerX = propertyLocation.WorldX;
					float centerY = propertyLocation.WorldY;

					float left = centerX - tileDimension/2.0f;
					float bottom = centerY - tileDimension/2.0f;

					RectWithDirection rectangle = new RectWithDirection {
						Left = left,
						Bottom = bottom,
						Width = tileDimension, 
						Height = tileDimension
					};

					collisions.Add (rectangle);
				}
			}

			// Sort by XAxis to speed future searches:
			collisions = collisions.OrderBy(item=>item.Left).ToList();

			// now let's adjust the directions that these point
			for (int i = 0; i < collisions.Count; i++)
			{
				var rect = collisions [i];

				// By default rectangles can reposition objects in all directions:
				int valueToAssign = (int)Directions.All;

				float centerX = rect.CenterX;
				float centerY = rect.CenterY;

				// If there are collisions on the sides, then this 
				// rectangle can no longer repositon objects in that direction.
				if (HasCollisionAt (centerX - tileDimension, centerY))
				{
					valueToAssign -= (int)Directions.Left;
				}
				if (HasCollisionAt (centerX + tileDimension, centerY))
				{
					valueToAssign -= (int)Directions.Right;
				}
				if (HasCollisionAt (centerX, centerY + tileDimension))
				{
					valueToAssign -= (int)Directions.Up;
				}
				if (HasCollisionAt (centerX, centerY - tileDimension))
				{
					valueToAssign -= (int)Directions.Down;
				}

				rect.Directions = (Directions)valueToAssign;
				collisions [i] = rect;
			}

			for (int i = collisions.Count - 1; i > -1; i--)
			{
				if (collisions [i].Directions == Directions.None)
				{
					collisions.RemoveAt (i);
				}
			}
		}
コード例 #13
0
 public PathFinder(CCTileMap setMap)
 {
     map = setMap;
     mapLayer = map.LayerNamed("Map");
 }
コード例 #14
0
ファイル: Main.cs プロジェクト: Nuckal777/mapKnight
        private bool[,] extractHitboxTiles(CCTileMapLayer physicsLayer, CCTileMap physicsMap)
        {
            bool[,] Tile = new bool[(int)physicsLayer.LayerSize.Size.Width, (int)physicsLayer.LayerSize.Size.Height];

            //erstellt ein bool Abbild der Map
            Dictionary<string,string> tileProperties;
            for (int x = 1; x < physicsLayer.LayerSize.Size.Width - 1; x++) {
                for (int y = 1; y < physicsLayer.LayerSize.Size.Height - 1; y++) {
                    //wenn das tile allein steht, dann ist es ein Element der Hitbox
                    tileProperties = physicsMap.TilePropertiesForGID (physicsLayer.TileGIDAndFlags (new CCTileMapCoordinates (x, y)).Gid);
                    if (tileProperties != null) {
                        tileProperties = physicsMap.TilePropertiesForGID (physicsLayer.TileGIDAndFlags (new CCTileMapCoordinates (x - 1, y)).Gid);
                        if (tileProperties == null) {
                            Tile [x, y] = true;
                        }
                        tileProperties = null;
                        tileProperties = physicsMap.TilePropertiesForGID (physicsLayer.TileGIDAndFlags (new CCTileMapCoordinates (x + 1, y)).Gid);
                        if (tileProperties == null) {
                            Tile [x, y] = true;
                        }
                        tileProperties = null;
                        tileProperties = physicsMap.TilePropertiesForGID (physicsLayer.TileGIDAndFlags (new CCTileMapCoordinates (x, y - 1)).Gid);
                        if (tileProperties == null) {
                            Tile [x, y] = true;
                        }
                        tileProperties = null;
                        tileProperties = physicsMap.TilePropertiesForGID (physicsLayer.TileGIDAndFlags (new CCTileMapCoordinates (x, y + 1)).Gid);
                        if (tileProperties == null) {
                            Tile [x, y] = true;
                        }
                        tileProperties = null;
                    }
                }
            }

            return Tile;
        }
コード例 #15
0
ファイル: GameLayer.cs プロジェクト: AGRocks/chezzles
        private void AddBoard()
        {
            var boardPath = "tilemaps/board.tmx";
            var set = settings["chess-set"];
            var chessSet = JsonConvert.DeserializeObject<ChessSet>(set);
            if (chessSet != null && !string.IsNullOrEmpty(chessSet.BoardPath))
            {
                boardPath = chessSet.BoardPath;
            }

            this.tileMap = new CCTileMap(boardPath);
            this.scaleFactor = this.ContentSize.Width / tileMap.TileLayersContainer.ContentSize.Width;
            this.tileMap.Scale = scaleFactor;

            tileMap.PositionX = Origin.X;
            tileMap.PositionY = Origin.Y;
            tileMap.AnchorPoint = new CCPoint(0, 0);
            tileMap.Antialiased = false;
            this.AddChild(tileMap, -1);
        }
コード例 #16
0
        void loadTileMap()
        {
            //加载tiledmap预处理

            mLevelTest = new CCTileMap ("LevelTest.tmx");
            mLevelTest.Antialiased = false;
            mTiledLayer = mLevelTest.LayerNamed("BrickLayer");
            gameplayLayer.AddChild (mTiledLayer);

            //初始化地图
            levelCollision = new LevelCollision ();
            levelCollision.PopulateFrom (mLevelTest);
        }
コード例 #17
0
ファイル: GameScene.cs プロジェクト: coroner4817/CoinTime
        private void LoadLevel(int levelNumber)
        {
            //读取瓦片地图
            currentLevel = new CCTileMap ("level" + levelNumber + ".tmx");
            currentLevel.Antialiased = false;
            //backgroundLayer是游戏中不动的背景图, 每个currentLevel都有一个对应的backgroundLayer, currentLevel中的其他部分随画面滚动
            backgroundLayer = currentLevel.LayerNamed ("Background");

            // CCTileMap is a CCLayer, so we'll just add it under all entities
            this.AddChild (currentLevel);

            //levelCollision 是确定地图中哪些部分是游戏人物不可以进入的
            levelCollision = new LevelCollision ();
            levelCollision.PopulateFrom (currentLevel);

            // put the game layer after
            this.RemoveChild(gameplayLayer);
            this.AddChild(gameplayLayer);

            this.RemoveChild (hudLayer);
            this.AddChild (hudLayer);
        }
コード例 #18
0
        public void PopulateFrom(CCTileMap tileMap)
        {
            //得到瓦片地图里面的瓦片信息,比如说哪些瓦片可以与entity接触,具体是瓦片的哪个方向的面可以接触

            //每个小瓦片的边长加上0.5的误差
            tileDimension = (int)(tileMap.TileTexelSize.Width + .5f);

            TileMapPropertyFinder finder = new TileMapPropertyFinder (tileMap);

            foreach (var propertyLocation in finder.GetPropertyLocations())
            {
                //如果在这个位置的瓦片是一个固体
                if (propertyLocation.Properties.ContainsKey ("SolidCollision"))
                {
                    //worldX worldY 是每个瓦片的中心的坐标
                    float centerX = propertyLocation.WorldX;
                    float centerY = propertyLocation.WorldY;

                    //得到每个小瓦片的左边界和下边界
                    float left = centerX - tileDimension/2.0f;
                    float bottom = centerY - tileDimension/2.0f;

                    //在那个点构造一个小瓦片
                    RectWithDirection rectangle = new RectWithDirection {
                        Left = left,
                        Bottom = bottom,
                        Width = tileDimension,
                        Height = tileDimension
                    };

                    //得到地图上所有的固体小块
                    collisions.Add (rectangle);
                }
            }

            // Sort by XAxis to speed future searches:
            //collisions是把整个瓦片地图按每个瓦片的左边的坐标进行排序的list
            //在每一个左边坐标有一列的瓦片
            //debug看一下
            collisions = collisions.OrderBy(item=>item.Left).ToList();

            // now let's adjust the directions that these point
            //调整每个小块的角度
            for (int i = 0; i < collisions.Count; i++)
            {
                var rect = collisions [i];

                // By default rectangles can reposition objects in all directions:
                int valueToAssign = (int)Directions.All; //15

                float centerX = rect.CenterX;
                float centerY = rect.CenterY;

                // If there are collisions on the sides, then this
                // rectangle can no longer repositon objects in that direction.
                // 一开始小瓦片的方向valueToAssign可能是所有的方向,每次减去一种不可能的方向值,最后得到的就是正确的方向的值的和
                //direction是这个实体瓦片暴露在外,可以与entity接触的方向
                //比如说瓦片地图里的地面,方向就为up
                if (HasCollisionAt (centerX - tileDimension, centerY))
                {
                    valueToAssign -= (int)Directions.Left;
                }
                if (HasCollisionAt (centerX + tileDimension, centerY))
                {
                    valueToAssign -= (int)Directions.Right;
                }
                if (HasCollisionAt (centerX, centerY + tileDimension))
                {
                    valueToAssign -= (int)Directions.Up;
                }
                if (HasCollisionAt (centerX, centerY - tileDimension))
                {
                    valueToAssign -= (int)Directions.Down;
                }

                rect.Directions = (Directions)valueToAssign;
                //更新瓦片列表中的瓦片的方向
                collisions [i] = rect;
            }

            for (int i = collisions.Count - 1; i > -1; i--)
            {
                //经过筛选后,遍历删除那些没有方向的瓦片
                if (collisions [i].Directions == Directions.None)
                {
                    collisions.RemoveAt (i);
                }
            }
        }
コード例 #19
0
        private void LoadLevel(int levelNumber)
		{
			currentLevel = new CCTileMap ("level" + levelNumber + ".tmx");
			currentLevel.Antialiased = false;
			backgroundLayer = currentLevel.LayerNamed ("Background");

			// CCTileMap is a CCLayer, so we'll just add it under all entities
			this.AddChild (currentLevel);

			// put the game layer after
			this.RemoveChild(gameplayLayer);
			this.AddChild(gameplayLayer);

			this.RemoveChild (hudLayer);
			this.AddChild (hudLayer);
		}