地图数据说明

来源:互联网 发布:g76梯形螺纹编程实例 编辑:程序博客网 时间:2024/05/21 09:47

地图文件下载 

:http://www.huanhuan18.com/myWeb/soft/YFEditor.air 

  或者 : http://www.huanhuan18.com/myWeb/soft/YFEditor/

 exe形式 ::http://www.huanhuan18.com/myWeb/soft/YFEditor.exe


使用注意 : 假如 需要使用低像素图片 需要自己手动 去点击 低像素按钮 来生成低像素地图    地图切片也是 一样 需要自己主动去触发  !这两个功能处理时间比较长  使用时请耐心等待

数据文件说明: 网络地址: 

http://www.huanhuan18.com/myWeb/soft/map1.xml



<?xml version="1.0" encoding="utf-8"?>

<YFMapEditor>
  <map mapName="map1" url="images/bgMap/singleMap/map1.jpg" tileWidth="60" tileHeight="30" caculateWidth="3660" caculateHeight="1680" mapWidth="3660" mapHeight="1658" loadType="μ¥???t??" beginTileX="-1" beginTileY="-1" endTileX="60" endTileY="111" roadType="1" blockType="0" alphaRoadType="2" skipTypeDescription="大于等于3的节点类型">
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    <skipMaps/>
    <buildings>
      <building url="" buildX="330" buildY="330" imageX="330" imageY="15" roatationX="0" roatationY="0" roatationZ="0" deepIndex="0">
        <corner>10,10,100,10,10,100,100,100</corner>
      </building>
      <building url="" buildX="0" buildY="0" imageX="0" imageY="90" roatationX="0" roatationY="0" roatationZ="0" deepIndex="1">
        <corner>10,10,100,10,10,100,100,100</corner>
      </building>
      <building url="images/trees/2.png" buildX="210" buildY="195" imageX="210" imageY="195" roatationX="0" roatationY="0" roatationZ="0" deepIndex="2">
        <block>5,6,4,7,3,6,2,5,2,3,2,1,3,2,4,4,4,6,3,7,3,8,2,7,3,5,4,3,4,5,3,9,2,11,4,10,3,13,3,15,4,13,5,9,6,6,5,7,4,11,5,12,8,4,7,5,6,9,5,10,5,5,4,12,5,8,3,17,5,14,5,13,4,17,3,19,4,18,3,20,2,21,3,21,4,23,4,24,3,23,3,22,2,22,4,22,4,21,5,22,</block>
        <corner>182,11,464,41,182,370,356,424</corner>
      </building>
    </buildings>
  </map>

</YFMapEditor>













相关说明:




数据说明:

 mapName 是 地图的名称
url是地图地址
mapWidth mapHeight   是这个地图的实际宽高  
caculateWidth caculateHeight是这个地图的 计算宽高  是我们在数据处理中要用到的宽高
beginTileX beginTileY  第一个节点位置  

roadType=1 表示可走  blockType表示不可走  alphaRoadType=2表示消隐点.也就是人物在该点时需要半透明化
值大于等3的点表示地图跳转点用来跳转到其他地图中




 skipMap节点

    secondInfo用来标识在同一地域间的跳转 假如两张地图之间进行跳转,则不需要考虑此属性
假如 在一张地图上进行传送跳转到该地图的另一传送点 则需要 此属性

type 值是指的是该类型  
里面<skipMap> 0,6,0,7,0,8,0,9,0,10,1,6,0,5,1,8,1,10,0,11,1,7,1,9,0,12,1,12,1,11</skipMap>  的值指的是这点存在的位置  用的是tile坐标



building  节点:
url指的是 图片地址  buildX buildY指的是 该建筑的位置(flash坐标)    imageX imageY(flash坐标) 是图片的位置,这也是我在写程序加载图片后所需要放置的位置     corner里面的值指的是该建筑的四个控制点的位置(tile坐标),这个位置是相对的 相对 buildX  buildY的值 (计算时需要将cornenr内部的值转换为flash坐标 在与buildX  buildY相加得到全局的控制点flash坐标)

block 里面的值保存的是不可走的局部位置  得到全局位置 也是要借助 buildX buildY值







 必备工具类:




package  utils.games.utils
{
    /**
     * ...
     * @author dreamnight   http://huanhuan18.com/blog   http://blog.csdn.net/hu36978
     *
     */
    public class MapUtil
    {
            import flash.geom.Point;
            
            import utils.games.display.GameObject;

        public function MapUtil()
        {
            
        }
        
        
        
        /*
         *在 getTilePoint函数 的基础上增加了 对gridlayer坐标位置的判断定位
         *
         * */
        
        public static function getTilePoint2(tileWidth:Number, tileHeight:Number, px:Number, py:Number,gridLayerX:Number=0,gridlayerY:Number=0):Point {
            
            //根据 gridlayer坐标 来算出像素相对坐标
            var realX:Number = px - gridLayerX;
            var realY:Number = py - gridlayerY;
            
            return     MapUtil.getTilePoint(tileWidth,tileHeight,realX,realY);
            
            }
        
        
        
        
        
        
        
        
        
        
        
        /**
         *
         *   //这里的 px 是相对于原点的像素坐标   这里的网格的原点坐标在(0,0)也就是gridLayer中的grid坐标在原点并且gridlayer的坐标也在原点 在以后的GridLayer中我只控制GridLayer所以这个方法实用性 是当Gridlayer的坐标在原点时成立
         *

         * */
        public static function getTilePoint(tileWidth:Number, tileHeight:Number, px:Number, py:Number):Point
        {
            /**
             * 网格的x坐标
             * */
            var xtile:int = 0;    
            /**
             * 网格的y坐标    
             * */
            var ytile:int = 0;    
    
            var cx:int, cy:int;
            /**
             * 计算出当前X所在的以tileWidth为宽的矩形的中心的X坐标    
             * */
            cx = int(px / tileWidth) * tileWidth + tileWidth/2;    
            /**
             * 计算出当前Y所在的以tileHeight为高的矩形的中心的Y坐标
             * */
            cy = int(py / tileHeight) * tileHeight + tileHeight / 2;
            
            //四个直线方程
            var line1:Number = py + (px - cx) *tileHeight  / tileWidth - cy + tileHeight * 0.5; //  满足 >0条件
            var line2:Number = py + (cx - px) *tileHeight  / tileWidth - cy + tileHeight * 0.5;  //    >0
            var line3:Number = py + (cx - px) * tileHeight / tileWidth - cy - tileHeight * 0.5;//   <0
            var line4:Number = py + (px - cx) * tileHeight / tileWidth - cy - tileHeight * 0.5;//  <0
            
    
           //当点在矩形内 也就是 y 为偶数的 tile   
           if ((line1>=0)&&(line2>=0)&&(line3<=0)&&(line4<=0)) {
               
               xtile = int(px / tileWidth);
               ytile = int(py / tileHeight) * 2;
            
               
               
            
               }
        
               
               //、当在棱形外
               else {
                   
                   //对X进行定位  当在左半边时
                   
                   if ((px <= cx + tileWidth * 0.5) && (cx <= px)) {
                       
                       xtile = int(px / tileWidth);
                       
                       
                      
                       }
                       else {
                           //右半边
                           
                            xtile = int(px / tileWidth) - 1;
                            
                            
                            
                    
                           
                           }
                        
                //对 y  进行定位  当在上半部分时
                    if ((cy <= py) && (py <= cy + tileHeight * 0.5)) {
                        
                        ytile = int(py / tileHeight) * 2 + 1;
                    
                        
                        }else {
                            
                            ytile = (int(py / tileHeight) - 1) * 2 +1;
                            
                    
                            
                            }
                            
                   }
           
            
        return new Point(xtile,ytile);           
                   
                   
                   
        }
        
        
        
        
        /*
         * 得到左上角的flash坐标 也就是注册点
         * */
        public  static function getLeftTopPointByTile(tileWidth:int,tileHeight:int,tileX:int,tileY:int):Point {
            
            
        var point:Point = MapUtil.getTileCenterByTilePoint(tileWidth, tileHeight, tileX, tileY);
        
        var px:Number = point.x - tileWidth * 0.5;
        var py:Number = point.y - tileHeight * 0.5;
        return new Point(px,py);
            
            }
            
            
            
            public static function getLefTopPointByPixelPoint(tileW:Number, tileH:Number, px:Number, py:Number):Point {
                var point:Point = MapUtil.getTileCenterByPixelPoint(tileW, tileH, px, py);
                
                    var myX:Number = point.x - tileW * 0.5;
                    var myY:Number = point.y - tileH * 0.5;
                    return new Point(myX,myY);
                
                
                }
        
        
        
        
        //根据 tile坐标得到 tile的中心flash坐标
        public static function getTileCenterByTilePoint(tileW:Number,tileH:Number,tx:int, ty:int):Point {
            
            var px:Number;
            var py:Number;
            py = 0.5 * tileH * ty + 0.5 * tileH;
            //当 ty为偶数
            if (ty % 2 == 0) {
                px = tx * tileW + 0.5 * tileW;
                
                }
                else {
                    
                    px=tx * tileW +  tileW;
                    
                    
                    }
            
            
            return new Point(px,py);
            }
        
        
            
            //根据像素坐标<flash实际坐标> 得到 tile中心坐标
            
            public static function getTileCenterByPixelPoint(tileW:Number, tileH:Number, px:Number, py:Number):Point {
                
                var point:Point = MapUtil.getTilePoint(tileW, tileH, px, py);
                
                return  MapUtil.getTileCenterByTilePoint(tileW,tileH,point.x,point.y);
                
                
                
                }
        
/*                // cols是含有的列数  索引 是从0开始
                public static function getIndexByTilePoint(tileX:int,tileY:int,cols:int):int {
                    
                    var index:int=tileY*cols+tileX
                    
                    return index;
                    
                    }*/
                    
            /*    public  static function getTilePointByIndex(index:int,columns:int):Point {
                        
                        var tileY:int = index/ columns;
                        var tileX:int = index % columns ;
                        
                        
                        return new Point(tileX,tileY);
                        
                        
                        
                        }*/
                    
                    
                        /**
                         * 根据  tileX tileY来得到相应位置的 点 假如不存在的话就会返回null
                         *
                         *
                         * @param    array  总点数组 长度 为 (endTileX-beginTileX+1)*(endTileY-beginTileY+1)
                         * @param    tileX
                         * @param    tileY
                         */
                        public static function getArrayPointByTilePoint(array:Array, tileX:int, tileY:int,endTileX:int,endTleY:int,beginTileX:int=-1,beginTileY:int=-1):Point {
                            
                            //var column:int = endTileX - beginTileX + 1;
                        //    var row:int = endTleY - beginTileY + 1;
                            
                            
                            
                            var index:int = MapUtil.getTileIndex(tileX,tileY,endTileX,endTleY,beginTileX,beginTileY);
                            var point:Point = array[index];
                            return point;
                            
                            
                            }
                    
                        
                        /**
                         * 根据  px py来得到相应位置的 点 假如不存在的话就会返回null
                         *
                         *
                         * @param    array  总点数组 长度 为 (endTileX-beginTileX+1)*(endTileY-beginTileY+1)
                         * @param    px  flash坐标
                         * @param    py
                         */
                            public static function getArrayPointByFlashPoint(tileW:int,tileH:int,array:Array, px:int, py:int, endTileX:int, endTleY:int, beginTileX:int = -1, beginTileY:int = -1):Point {
                                var tilePoint:Point = MapUtil.getTilePoint(tileW,tileH,px,py);
                                
                                return MapUtil.getArrayPointByTilePoint(array,tilePoint.x,tilePoint.y,endTileX,endTleY,beginTileX,beginTileY);
                                
                                
                                }
                    
                    
                                /**
                                 * 根据tileX tileY 得到在总数组中的索引
                                 * @param    tileX
                                 * @param    tileY
                                 * @param    endTileX
                                 * @param    endTleY
                                 * @param    beginTileX
                                 * @param    beginTileY
                                 * @return
                                 */
                                public static function getTileIndex(tileX:int,tileY:int,endTileX:int,endTleY:int,beginTileX:int=-1,beginTileY:int=-1):int {
                                    
                                    var column:int = endTileX - beginTileX + 1;
                                    var index:int = tileX-beginTileX + (tileY-beginTileY) * column;
                                    
                                    return index;
                                    
                                    
                                    
                                    }
                    
                    
        
        
        
        
                        
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                //tileX tileY 的本地与全局的转化
                
                /*
                 * 本地tile在Building的坐标 转化为在Buildding父容器中的坐标
                 *
                 *
                 * 注意 Buildding已经添加进全局做标中   
                        也就是说   转化后的坐标 是 和building 的坐标  在同一坐标系中
                        
                        @param  buildingTilePoint 该值是在buiding 中的坐标值
                        @param  参照对象     也就是  buildingTilePoint所属坐标系
                        
                        最终返回的坐标是  和 buiding 在同一坐标系
                 *
                 * */
        /*        public static function localToGlobalTile(buildingTilePoint:Point,buiding:GameObject):Point {
                    
                    var buildingPoint:Point = buiding.getTilePosition();
                    var gx:int = buildingTilePoint.x + buildingPoint.x;
                    var gy:int = buildingTilePoint.y + buildingPoint.y;
                    
                    return new Point(gx,gy);
                    
                    }*/
                    
                    
                /*
                 *
                 *  全局tile坐标 转化为在Buildding中的坐标
                 * 注意 Buildding已经添加进全局做标中
                    
                @globalPoint  和buiding 的坐标   是在同一坐标系中
                @buiding  参照对象
                
                最终返回的是globalPoint在buiding坐标系中的坐标
                
                 * */    
                
        /*        public  static function globalToLocalTile(globalPoint:Point,buiding:GameObject):Point {
                    
                    
                    var buildingPoint:Point = buiding.getTilePosition();
                    var gx:int = globalPoint.x - buildingPoint.x;
                    var gy:int = globalPoint.y - buildingPoint.y;
                    
                    return new Point(gx,gy);
                    
                    }*/
                
                
                
                
                
                    
                    
                    /**
                     * 将数据拆成  Point对象 比如
                     * @param    str  str的形式是   1,2,3,4 这样的形式   
                     * @return
                     */
                
                    public static function splitDataToPointArr(str:String):Vector.<Point> {
                        /**
                         * str字符串个数必须是偶数
                         */
                        
                        var arr:Array = str.split(",");
                        if (arr.length % 2 != 0) {
                        //throw  new Error("MapUtil ::数据有误");
                        return new Vector.<Point>();
                        //return null;
                        }
                        var len:int = arr.length;
                        var i:int = 0;
                        var point:Point;
                        var vecPoint:Vector.<Point> = new Vector.<Point>();
                        while (i != len ) {
                            point = new Point();
                            point.x = arr[i];
                            point.y =arr[i + 1];
                            vecPoint.push(point);
                            i = i + 2;
                            }
                        
                        
                        return vecPoint;
                        }
                        
                        
                        
                    
                    
                            
                            
                            
                            
                            
                            
        
        ///end class
        
    }

}
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