本文整理汇总了C++中TMXLayer::getTileAt方法的典型用法代码示例。如果您正苦于以下问题:C++ TMXLayer::getTileAt方法的具体用法?C++ TMXLayer::getTileAt怎么用?C++ TMXLayer::getTileAt使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TMXLayer
的用法示例。
在下文中一共展示了TMXLayer::getTileAt方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: drawCollisionTiles
void SimplePlatformerScene::drawCollisionTiles()
{
TMXLayer* collisionLayer = _tileMapNode->getLayer("edgeLayer");
auto mapSize = _tileMapNode->getMapSize();
auto tileSize = _tileMapNode->getTileSize();
Sprite* tile = nullptr;
Point pos;
for(int i = 0; i < mapSize.width; i++)
{
for(int j = 0; j < mapSize.height; j++)
{
tile = collisionLayer->getTileAt(Point(i, j));
if(tile != nullptr)
{
const ValueMap property = _tileMapNode->getPropertiesForGID(collisionLayer->getTileGIDAt(Point(i, j))).asValueMap();
bool collidable = property.at("collidable").asBool();
if(collidable)
{
pos = collisionLayer->getPositionAt(Point(i, j));
makeBoxObjAt(tile, tileSize, false, PhysicsMaterial(0.2f, 0.5f, 0.5f));
}
}
}
}
}
示例2: tryMovePlayer
void GameMap::tryMovePlayer(Vec2 toPos) {
//禁止移动事项
if (isShowDialogue){ return; }
Vec2 coor = getTileCoordinateAt(toPos - getMapLeftBottomPos());
Size mapSize = this->_map->getMapSize();
if (coor.x >= mapSize.width || coor.x < 0 || coor.y >= mapSize.height || coor.y < 0){
return;//要到达目标在地图外
}
TMXLayer* blockLayer = _map->getLayer("block");
if (blockLayer != NULL && blockLayer->getTileAt(coor) != NULL){
return;//要到达的目标有障碍物
}
ValueMap inspectObject = getInspectObjectAt(toPos);
if (inspectObject != ValueMapNull && inspectObject["isBlock"].asBool() == true){
return;//当要到达的位置有可以调查的物体且该物体属性为可以被阻挡时
}
_player->setPosition(toPos);
}
示例3: onEnter
void PlayMapSix::onEnter() {
Layer::onEnter();
bisover = false;
//visibleSize,屏幕尺寸
visibleSize = Director::getInstance()->getVisibleSize();
//添加碰撞监听器
contactListener = EventListenerPhysicsContact::create();
contactListener->onContactBegin = CC_CALLBACK_1(PlayMapSix::onContactBegin, this);
contactListener->onContactPostSolve = CC_CALLBACK_2(PlayMapSix::onContactPostSolve, this);
contactListener->onContactPreSolve = CC_CALLBACK_2(PlayMapSix::onContactPreSolve, this);
contactListener->onContactSeparate = CC_CALLBACK_1(PlayMapSix::onContactSeparate, this);
//事件分发器
auto eventDispatcher = Director::getInstance()->getEventDispatcher();
eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
//网格地图
auto winSize = Director::getInstance()->getWinSize();
//map00瓦片地图地图
tilemap = TMXTiledMap::create("map/map6.tmx");
tilemap->setAnchorPoint(Vec2(0,0));
tilemap->setPosition(Vec2(0,0));
//auto group = tilemap->getObjectGroup("objects");
this->addChild(tilemap,-1);
TMXObjectGroup *objects = tilemap->getObjectGroup("objLayer");
CCASSERT(NULL != objects, "'Objects' object group not found");
auto spawnPoint = objects->getObject("hero");
CCASSERT(!spawnPoint.empty(), "SpawnPoint object not found");
print_x = spawnPoint["x"].asInt();
print_y = spawnPoint["y"].asInt();
TMXLayer* layer = tilemap->getLayer("collideLayer");//从map中取出“bricks”图层
//这个循环嵌套是为了给每个砖块精灵设置一个刚体
int count = 0;
for (int y = 0; y<TMX_HEIGHT; y++)
{
log("xxxxxxxxxxxxxxxxxxxx:%d", y); int groundcounter = 0; int deadlinecounter = 0; int dispearcounter = 0; int bodycounter = 0;
Point groundpoint, deadlinepoint, dispearpoint, bodypoint; Size groundsize, deadlinesize, dispearsize, bodysize;
for (int x = 0; x<TMX_WIDTH; x++)
{
int gid = layer->getTileGIDAt(Vec2(x, y));
Sprite* sprite = layer->getTileAt(Vec2(x, y));//从tile的坐标取出对应的精灵
if (gid == GROUND_GID) {
log("sssssssssss %f,ppppppppppppp %f", sprite->getPosition().x, sprite->getPosition().y);
if (groundcounter == 0) {
groundpoint = Point(sprite->getPosition().x, sprite->getPosition().y);
groundsize = sprite->getContentSize();
log("groundcounter==0");
}
groundcounter++; log("groundcounter=%d", groundcounter);
}
else {
if (groundcounter != 0) {
log("make execute!");
groundsize = Size(groundsize.width*groundcounter, groundsize.height);
log("point=%f %f,size=%f %f", groundpoint.x, groundpoint.y, groundsize.width, groundsize.height);
this->makePhysicsObjAt(groundpoint, groundsize, false, 0, 0.0f, 0.0f, 0, GROUND_GID, -1);
}
groundcounter = 0;
}/////////////////
if (gid == DEAD_LINE_GID) {
log("sssssssssss %f,ppppppppppppp %f", sprite->getPosition().x, sprite->getPosition().y);
if (deadlinecounter == 0) {
deadlinepoint = Point(sprite->getPosition().x, sprite->getPosition().y);
deadlinesize = sprite->getContentSize();
log("groundcounter==0");
}
deadlinecounter++; log("groundcounter=%d", deadlinecounter);
}
else {
if (deadlinecounter != 0) {
log("make execute!");
deadlinesize = Size(deadlinesize.width*deadlinecounter, deadlinesize.height);
log("point=%f %f,size=%f %f", deadlinepoint.x, deadlinepoint.y, deadlinesize.width, deadlinesize.height);
this->makePhysicsObjAt(deadlinepoint, deadlinesize, false, 0, 0.0f, 0.0f, 0, DEAD_LINE_GID, -1);
}
deadlinecounter = 0;
}
if (gid == CAN_DISPEAR_GID) {
sprite->setTag(count);
log("sprite->setTag(%d);", count);
log("sssssssssss %f,ppppppppppppp %f", sprite->getPosition().x, sprite->getPosition().y);
if (dispearcounter == 0) {
dispearpoint = Point(sprite->getPosition().x, sprite->getPosition().y);
dispearsize = sprite->getContentSize();
log("groundcounter==0");
}
dispearcounter++; log("groundcounter=%d", dispearcounter);
}
else {
//.........这里部分代码省略.........