游戏中会出现的角色有曹操,将军(赵云等),兵三种类型,但是,将军有多种贴图,而且,将军还有横竖之分。
属性:
ID | id | |
贴图 | image_name | |
类型 | type |
四种类型 boss,曹操 general_hor将军横向, general_ver,将军竖向 soldier士兵 |
宽度 | width | 横向占的格子数 |
高度 | height | 竖向占的格子数 |
xml文档截图:
代码:
Role.h
#ifndef _ROLE_H_
#define _ROLE_H_
#include "cocos2d.h"
#include "tinyxml2/tinyxml2.h"
#define IF_NULL_RETURN_FALSE(_x_) if(_x_ == nullptr) return false
using namespace tinyxml2 ;
USING_NS_CC ;
typedef enum
{
kRoleTypeNone = 0,
kRoleTypeBoss,//<曹操
kRoleTypeArmyGeneralHorizontal,//<横向的将军
kRoleTypeArmyGeneralVertical,//<竖直的将军
kRoleTypeSoldier,//<士兵
}RoleType;
class Role : public Ref
{
public:
static cocos2d::Vector<Role*> s_roleVec ;
static const char * XML_FILE_NAME ;
static bool initStatic();
static bool parseData(XMLElement * pElement) ;
static void finalizeStatic();
public:
Role();
~Role();
bool init(XMLElement * pElement);
RoleType getTypeByChar(const char * pType);
private:
CC_SYNTHESIZE_READONLY(int ,m_id,ID) ;
CC_SYNTHESIZE_READONLY(int ,m_width,Width) ;
CC_SYNTHESIZE_READONLY(int ,m_height,Height) ;
CC_SYNTHESIZE_READONLY(RoleType,m_type,Type);
CC_SYNTHESIZE_READONLY(cocos2d::__String *,m_pImageName,ImageName) ;
};
#endif
Role.cpp
#include "Role.h"
const char * Role::XML_FILE_NAME = "roles.xml" ;
Vector<Role*> Role::s_roleVec ;
bool Role::initStatic()
{
std::string filePath = FileUtils::getInstance()->fullPathForFilename(XML_FILE_NAME) ;
tinyxml2::XMLDocument pDoc;
FileUtils::getInstance()->setPopupNotify(false) ;
ssize_t fileSize = 0 ;
std::string data = FileUtils::getInstance()->getStringFromFile(filePath.c_str());
FileUtils::getInstance()->setPopupNotify(true) ;
pDoc.Parse(data.c_str()) ;
XMLElement * pEle = pDoc.RootElement() ;
return parseData(pEle) ;
}
bool Role::parseData(XMLElement * pElement)
{
s_roleVec.clear() ;
XMLElement * child = pElement->FirstChildElement() ;
for (;child;child = child->NextSiblingElement())
{
if (strcmp(child->Value(),"role") == 0)
{
Role * pRol = new Role() ;
if (!pRol->init(child))
{
CC_SAFE_RELEASE_NULL(pRol);
return false ;
}
s_roleVec.pushBack(pRol) ;
pRol->release() ;
}
}
return true ;
}
void Role::finalizeStatic()
{
s_roleVec.clear() ;
}
Role::Role()
:m_id(-1)
,m_pImageName(nullptr)
,m_type(kRoleTypeNone)
,m_width(0)
,m_height(0)
{
}
Role::~Role()
{
CC_SAFE_RELEASE_NULL(m_pImageName) ;
}
bool Role::init(XMLElement * pElement)
{
const char * pId = pElement->Attribute("id") ;
IF_NULL_RETURN_FALSE(pId) ;
m_id = atoi(pId) ;
const char * pImageName = pElement->Attribute("image_name") ;
IF_NULL_RETURN_FALSE(pImageName) ;
m_pImageName = new __String(pImageName) ;
const char* pType = pElement->Attribute("type") ;
IF_NULL_RETURN_FALSE(pType);
m_type = getTypeByChar(pType) ;
const char * pWidth = pElement->Attribute("width") ;
IF_NULL_RETURN_FALSE(pWidth);
m_width = atoi(pWidth);
const char * pHeight = pElement->Attribute("height") ;
IF_NULL_RETURN_FALSE(pHeight);
m_height = atoi(pHeight);
log("Role:%d----%d-----%d",m_id,m_width,m_height);
return true;
}
RoleType Role::getTypeByChar(const char * pType)
{
if (strcmp("boss",pType) == 0)
{
return kRoleTypeBoss ;
}
else if (strcmp("soldier",pType) == 0)
{
return kRoleTypeSoldier ;
}
else if (strcmp("general_ver",pType) == 0)
{
return kRoleTypeArmyGeneralVertical;
}
else if (strcmp("general_hor",pType) == 0)
{
return kRoleTypeArmyGeneralHorizontal;
}
return kRoleTypeNone ;
}