今天写的XML相关内容:随着上述眼前的小项目(等级类别)由于地图每个级别。因此,让他动态读取XML内容,这样的变化只能看到XML档。
简单的想法:第一次使用UserDefault类写入文件
UserDefault::getInstance()->setStringForKey("ID","2"); std::string value = UserDefault::getInstance()->getStringForKey("ID"); log("UserDefault: ID = %s",value.c_str());
这种话在 proj.win32Debug.win32以下生成的 UserDefault.xml 文件里的内容是:
以后仅仅要过关就向这个文件里写入下一关的 ID就能够了,而关卡的信息在以下的 config.xml中, 注意相应的ID
config.xml:
<Root> <Stage ID = "1"> <name>map01.tmx</name> <property1 one = "256" two = "168" three = "visSize.width/4" /> <property2 one = "480" two = "168" three = "visSize.width/17.1" /> <property3 one = "704" two = "168" three = "visSize.width/4" /> <property4 one = "144" two = "294" three = "visSize.width/3.5" /> <property5 one = "480" two = "294" three = "visSize.width/5.5" /> <property6 one = "816" two = "296" three = "visSize.width/3.4" /> <property7 one = "320" two = "424" three = "visSize.width/8" /> <property8 one = "672" two = "424" three = "visSize.width/8" /> </Stage> <Stage ID = "2"> <name>map02.tmx</name> <property1 one = "256" two = "168" three = "visSize.width/4" /> <property2 one = "480" two = "168" three = "visSize.width/17.1" /> <property3 one = "704" two = "168" three = "visSize.width/4" /> <property4 one = "144" two = "294" three = "visSize.width/3.5" /> <property5 one = "480" two = "294" three = "visSize.width/5.5" /> <property5 one = "816" two = "296" three = "visSize.width/3.4" /> <property5 one = "320" two = "424" three = "visSize.width/8" /> <property5 one = "672" two = "424" three = "visSize.width/8" /> </Stage> <Stage ID = "3"> <name>map01.tmx</name> <property4 one = "144" two = "294" three = "visSize.width/3.5" /> <property5 one = "480" two = "294" three = "visSize.width/5.5" /> <property6 one = "816" two = "296" three = "visSize.width/3.4" /> <property7 one = "320" two = "424" three = "visSize.width/8" /> <property8 one = "672" two = "424" three = "visSize.width/8" /> </Stage> <Stage ID = "4"> <name>map02.tmx</name> <property1 one = "256" two = "168" three = "visSize.width/4" /> <property2 one = "480" two = "168" three = "visSize.width/17.1" /> <property3 one = "704" two = "168" three = "visSize.width/4" /> </Stage> </Root>
这些数据就是 每关地图的信息,依据须要自己能够配置。
以下我们就依据 UserDefault.xml 中的 ID 来 找到 config.xml 中相应的 关卡信息。!!
新建 一个场景吧。
。
。
.h文件
#pragma once #include "cocos2d.h" #include "tinyxml2/tinyxml2.h" using namespace cocos2d; using namespace tinyxml2; class One:public Scene{ public: virtual bool init(); CREATE_FUNC(One); static Scene *createScene(); XMLElement *Stage; std::string ID; void addGround(int posX,int posY,int width); };
.cpp文件:
#include "One.h" #include "Two.h" Scene *One::createScene(){ Scene *scene = Scene::create(); auto layer = One::create(); scene->addChild(layer); return scene; } bool One::init(){ if (!Scene::initWithPhysics()) { return false; } //可视区的大小 Size visSize = Director::getInstance()->getVisibleSize(); //显示边框,凝视了就不显示了 this->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); UserDefault::getInstance()->setStringForKey("ID","2");//这里运行一次就ok了,生成文件就好了 std::string value = UserDefault::getInstance()->getStringForKey("ID"); log("UserDefault: ID = %s",value.c_str()); //找到文件 auto xmlFileName = FileUtils::getInstance()->fullPathForFilename("config.xml");//得到文件的位置 log("%s",xmlFileName.c_str());//验证是否正确 //创建解析器 tinyxml2::XMLDocument doc; doc.LoadFile(xmlFileName.c_str());//将文件盒解析器。。
//获取根节点 XMLElement *root = doc.RootElement(); // XMLElement *stage = root->FirstChildElement(); while (stage!=nullptr){ auto id = stage->Attribute("ID"); if (id == value){ ID = id; Stage = stage; } stage = stage->NextSiblingElement(); } //获取名字节点 XMLElement *name = Stage->FirstChildElement(); //获取名字节点的内容 auto content = name->GetText(); name = name->NextSiblingElement(); log("%s",content); while (name!=nullptr){ //获取属性节点(位置) auto one = name->Attribute("one"); auto two = name->Attribute("two"); auto three = name->Attribute("three"); log("%s,%s,%s",one,two,three); //画线 float _one = atof(one); float _two = atof(two); float _three = atof(three); addGround(_one,_two,200); //这里的数据自己填写 name = name->NextSiblingElement(); } return true; } void One::addGround(int posX,int posY,int width){ //加入地板 //加入地板 auto ground = Sprite::create();//就是一个精灵 ground->setPhysicsBody(PhysicsBody::createBox(Size(width,3))); ground->setTextureRect(Rect(0,0,width,3));//设置纹理的 宽 高 ground->setPosition(Vec2(posX,posY));//设置地板的 位置 ground->getPhysicsBody()->setDynamic(false); this->addChild(ground); }
这样就好了,仅仅要你想读取哪一个关卡的信息 就直接在 UserDefault.xml中改动 ID即可了。假设想配置关卡的信息。直接 改动 config.xml文件即可了!感觉这样会略微省事一点,假设哪里不正确请吐槽,一起学习进步,谢谢!
执行界面例如以下:
版权声明:本文博主原创文章。博客,未经同意不得转载。