コード例 #1
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 #2
0
		private void ProcessTileProperties()
		{
			TileMapPropertyFinder finder = new TileMapPropertyFinder (currentLevel);
			foreach (var propertyLocation in finder.GetPropertyLocations())
			{
				var properties = propertyLocation.Properties;
				if (properties.ContainsKey ("EntityType"))
				{
					float worldX = propertyLocation.WorldX;
					float worldY = propertyLocation.WorldY;

					if (properties.ContainsKey ("YOffset"))
					{
						string yOffsetAsString = properties ["YOffset"];
						float yOffset = 0;
						float.TryParse (yOffsetAsString, out yOffset);
						worldY += yOffset;
					}

					bool created = TryCreateEntity (properties ["EntityType"], worldX, worldY);

					if (created)
					{
						propertyLocation.Layer.RemoveTile (propertyLocation.TileCoordinates);
					}
				}
				else if (properties.ContainsKey ("RemoveMe"))
				{
					propertyLocation.Layer.RemoveTile (propertyLocation.TileCoordinates);
				}
			}

			touchScreen = new TouchScreenInput(gameplayLayer);
		}
コード例 #3
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 #4
0
ファイル: GameScene.cs プロジェクト: coroner4817/CoinTime
        private void ProcessTileProperties()
        {
            TileMapPropertyFinder finder = new TileMapPropertyFinder (currentLevel);

            //遍历每一个瓦片
            foreach (var propertyLocation in finder.GetPropertyLocations())
            {
                var properties = propertyLocation.Properties;
                if (properties.ContainsKey ("EntityType"))
                {
                    float worldX = propertyLocation.WorldX;
                    float worldY = propertyLocation.WorldY;

                    //加上offset
                    if (properties.ContainsKey ("YOffset"))
                    {
                        string yOffsetAsString = properties ["YOffset"];
                        float yOffset = 0;
                        float.TryParse (yOffsetAsString, out yOffset);
                        worldY += yOffset;
                    }

                    //如果这个瓦片是entity,则添加到游戏layer
                    bool created = TryCreateEntity (properties ["EntityType"], worldX, worldY);

                    if (created)
                    {
                        //如果这个瓦片是entity,且在layer中添加成功的话,在这个layer中移除这个瓦片
                        propertyLocation.Layer.RemoveTile (propertyLocation.TileCoordinates);
                    }
                }
                else if (properties.ContainsKey ("RemoveMe"))
                {
                    propertyLocation.Layer.RemoveTile (propertyLocation.TileCoordinates);
                }
            }

            //相当于玩家可以开始操作
            input = new TouchScreenInput(gameplayLayer);
        }