华容道04---RoleSprite的设计

来源:互联网 发布:python strip 编辑:程序博客网 时间:2024/04/30 09:25

RoleSprite用来根据Role的数据类来显示不同的角色,需要有一个数据类的引用,在这里将其锚点设置在左下角,方便计算其坐标和进行碰撞检测。

属性:

m_pRole角色数据的引用m_row当前所在行m_col当前所在列m_width横向占的格子数m_height竖向占的格子数

代码:

RoleSprite.h

#ifndef _ROLE_SPRITE_H_#define _ROLE_SPRITE_H_#include "cocos2d.h"class Role ;class RoleSprite : public cocos2d::Node{public:static RoleSprite* create(Role * pRole ,int row,int col,const cocos2d::Rect & bounds,cocos2d::Node * pParent ,int zOrder);public:RoleSprite(Role * role,int row,int col);~RoleSprite();virtual bool init() ;private:CC_SYNTHESIZE(Role * ,m_pRole,Role);CC_SYNTHESIZE(int ,m_row ,Row);//<所在行CC_SYNTHESIZE(int ,m_col ,Col);//<所在列CC_SYNTHESIZE_READONLY(int ,m_width ,Width);//<水平方向上占的格子数CC_SYNTHESIZE_READONLY(int ,m_height ,Height);//<竖直方向上占的格子数};#endif

RoleSprite.cpp

#include "RoleSprite.h"#include "data/Role.h"USING_NS_CC ;RoleSprite * RoleSprite::create(Role * pRole ,int row,int col,const cocos2d::Rect & bounds,cocos2d::Node * pParent ,int zOrder){auto pRet = new RoleSprite(pRole,row,col);pRet->setContentSize(bounds.size) ;pRet->setPosition(bounds.origin) ;pRet->setAnchorPoint(Vec2(0,0)) ;if (pRet->init()){pParent->addChild(pRet,zOrder) ;pRet->autorelease();}else{delete pRet;return nullptr ;}return pRet ;}RoleSprite::RoleSprite(Role * role,int row,int col):m_pRole(nullptr),m_row(0),m_col(0),m_width(0),m_height(0){m_pRole = role ;CC_SAFE_RETAIN(m_pRole) ; m_row = row ;m_col = col ;m_width  = m_pRole->getWidth() ;m_height = m_pRole->getHeight() ;}RoleSprite::~RoleSprite(){CC_SAFE_RELEASE_NULL(m_pRole);}bool RoleSprite::init(){Sprite* pSkin = Sprite::create(m_pRole->getImageName()->getCString()) ;pSkin->setPosition(this->getBoundingBox().size.width / 2,this->getBoundingBox().size.height / 2) ;addChild(pSkin) ;return true;}


 

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