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"?>
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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:
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:
{
/**
* ...
* @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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