//移动方向枚举类
var MoveDirection = cc.Enum({NONE: 0,UP: 1,DOWN: 2,LEFT: 3,RIGHT: 4
});var minTilesCount = 2;
var mapMoveStep = 1;
var minMoveValue = 50;cc.Class({extends: cc.Component,editor: {requireComponent: cc.TiledMap},properties: {_touchStartPos: {default: null,serializable: false,},_touching: {default: false,serializable: false,},_isMapLoaded : {default: false,serializable: false,},floorLayerName: {default: 'floor'},barrierLayerName: {default: 'barrier'},objectGroupName: {default: 'players'},startObjectName: {default:'SpawnPoint'},successObjectName: {default:'SuccessPoint'}},onLoad: function () {console.log(" init")//获取英雄this._player = this.node.getChildByName('player');if (! this._isMapLoaded) {this._player.active = false;}//注册按键点击var self = this;cc.eventManager.addListener({event: cc.EventListener.KEYBOARD,onKeyPressed: function(keyCode, event) {self._onKeyPressed(keyCode, event);}}, self);//注册触摸事件this.node.on(cc.Node.EventType.TOUCH_START, function (event) {self._touching = true;self._touchStartPos = event.touch.getLocation();//this._onTouchStart()}, self);this.node.on(cc.Node.EventType.TOUCH_END, function (event) {if (!self._touching) return;self._touching = false;var touchPos = event.touch.getLocation();var movedX = touchPos.x - self._touchStartPos.x;var movedY = touchPos.y - self._touchStartPos.y;var movedXValue = Math.abs(movedX);var movedYValue = Math.abs(movedY);//过小if (movedXValue < minMoveValue && movedYValue < minMoveValue) {// touch moved not enoughreturn;}//新建一个点var newTile = cc.p(this._curTile.x, this._curTile.y);var mapMoveDir = MoveDirection.NONE;//x方向移动if (movedXValue >= movedYValue){// move to right or leftif (movedX > 0) {newTile.x += 1;mapMoveDir = MoveDirection.LEFT;} else {newTile.x -= 1;mapMoveDir = MoveDirection.RIGHT;}}//y方向移动else{// move to up or downif (movedY > 0) {newTile.y -= 1;mapMoveDir = MoveDirection.UP;}else{newTile.y += 1;mapMoveDir = MoveDirection.DOWN;}}this._tryMoveToNewTile(newTile, mapMoveDir);}, self);},//我推测这个是回调函数theMapLoaded: function(err) {//有错误退出if (err) return;console.log("map init")//初始化地图位置this._initMapPos();// 获取成功层this._succeedLayer = this.node.getParent().getChildByName('succeedLayer');this._succeedLayer.active = false;//初始化英雄 位置this._tiledMap = this.node.getComponent('cc.TiledMap');var objectGroup = this._tiledMap.getObjectGroup(this.objectGroupName);if (!objectGroup) return;var startObj = objectGroup.getObject(this.startObjectName);var endObj = objectGroup.getObject(this.successObjectName);if (!startObj || !endObj) return;var startPos = cc.p(startObj.x, startObj.y);var endPos = cc.p(endObj.x, endObj.y);this._layerFloor = this._tiledMap.getLayer(this.floorLayerName);this._layerBarrier = this._tiledMap.getLayer(this.barrierLayerName);if (!this._layerFloor || !this._layerBarrier) return;this._curTile = this._startTile = this._getTilePos(startPos);this._endTile = this._getTilePos(endPos);if (this._player) {this._updatePlayerPos();this._player.active = true;}this._isMapLoaded = true;},//讲地图设置为地步坐下端_initMapPos: function() {this.node.setPosition(cc.visibleRect.bottomLeft);},_getTilePos: function(posInPixel) {var mapSize = this.node.getContentSize();var tileSize = this._tiledMap.getTileSize();var x = Math.floor(posInPixel.x / tileSize.width);var y = Math.floor((mapSize.height - posInPixel.y) / tileSize.height);return cc.p(x, y);},_onKeyPressed: function(keyCode, event) {if (!this._isMapLoaded || this._succeedLayer.active) return;var newTile = cc.p(this._curTile.x, this._curTile.y);var mapMoveDir = MoveDirection.NONE;switch(keyCode) {case cc.KEY.up:newTile.y -= 1;mapMoveDir = MoveDirection.DOWN;break;case cc.KEY.down:newTile.y += 1;mapMoveDir = MoveDirection.UP;break;case cc.KEY.left:newTile.x -= 1;mapMoveDir = MoveDirection.RIGHT;break;case cc.KEY.right:newTile.x += 1;mapMoveDir = MoveDirection.LEFT;break;default:return;}this._tryMoveToNewTile(newTile, mapMoveDir);},_tryMoveToNewTile: function(newTile, mapMoveDir) {var mapSize = this._tiledMap.getMapSize();//超出边界if (newTile.x < 0 || newTile.x >= mapSize.width) return;if (newTile.y < 0 || newTile.y >= mapSize.height) return;//障碍if (this._layerBarrier.getTileGIDAt(newTile)) {cc.log('This way is blocked!');return false;}// update the player positionthis._curTile = newTile;this._updatePlayerPos();// 必要的时候移动地图this._tryMoveMap(mapMoveDir);// 检测是否成功if (cc.pointEqualToPoint(this._curTile, this._endTile)) {cc.log('succeed');this._succeedLayer.active = true;}},_updatePlayerPos: function() {var pos = this._layerFloor.getPositionAt(this._curTile);this._player.setPosition(pos);},_tryMoveMap: function(moveDir) {// get necessary datavar mapContentSize = this.node.getContentSize();var mapPos = this.node.getPosition();var playerPos = this._player.getPosition();var viewSize = cc.size(cc.visibleRect.width, cc.visibleRect.height);var tileSize = this._tiledMap.getTileSize();var minDisX = minTilesCount * tileSize.width;var minDisY = minTilesCount * tileSize.height;var disX = playerPos.x + mapPos.x;var disY = playerPos.y + mapPos.y;var newPos;switch (moveDir) {case MoveDirection.UP:if (disY < minDisY) {newPos = cc.p(mapPos.x, mapPos.y + tileSize.height * mapMoveStep);}break;case MoveDirection.DOWN:if (viewSize.height - disY - tileSize.height < minDisY) {newPos = cc.p(mapPos.x, mapPos.y - tileSize.height * mapMoveStep);}break;case MoveDirection.LEFT:if (viewSize.width - disX - tileSize.width < minDisX) {newPos = cc.p(mapPos.x - tileSize.width * mapMoveStep, mapPos.y);}break;case MoveDirection.RIGHT:if (disX < minDisX) {newPos = cc.p(mapPos.x + tileSize.width * mapMoveStep, mapPos.y);}break;default:return;}if (newPos) {// calculate the position range of mapvar minX = viewSize.width - mapContentSize.width - cc.visibleRect.left;var maxX = cc.visibleRect.left.x;var minY = viewSize.height - mapContentSize.height - cc.visibleRect.bottom;var maxY = cc.visibleRect.bottom.y;if (newPos.x < minX) newPos.x = minX;if (newPos.x > maxX) newPos.x = maxX;if (newPos.y < minY) newPos.y = minY;if (newPos.y > maxY) newPos.y = maxY;if (!cc.pointEqualToPoint(newPos, mapPos)) {cc.log('Move the map to new position: ', newPos);this.node.setPosition(newPos);}}},restartGame: function() {this._succeedLayer.active = false;this._initMapPos();this._curTile = this._startTile;this._updatePlayerPos();},
});

转载于:https://www.cnblogs.com/yufenghou/p/5438548.html

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