关于地图加载 .map文件记录了格子大小为107*160,关于.map文件时如何生成的我也不清楚,.map文件中已经有二维大小以及整个阻挡信息(0:无阻挡,1:阻挡,2:透明0) /** *m_nMapWidth 地图宽 *m_nMapHight 地图高 *m_dvecCollsion 地图阻挡信息 */ info->get_collsion(m_nMapWidth, m_nMapHight, m_dvecCollsion); 他这个获取.map是这样的 ^ |-------------> |-------------> |-------------> 从下往上的 enum BaseCellBlockType { eBaseCellBlockType_None = 0, ///< 空 eBaseCellBlockType_Block = 1, ///< 阻塞 eBaseCellBlockType_Shadow = 2, ///< 阴影 }; struct MapCellInfo { BaseCellBlockType m_eBaseBlockType; ///< 地图基础阻塞信息对应枚举 BaseCellBlockType std::list<CellObject*>* m_pObjList; ///< 单元格上的对象列表 }; std::vector<std::vector<MapCellInfo> > m_vecMapCell; ///< 单元格信息初始化单元格管理,这部分从来没看过 void MapCellMgr::Init(const std::vector<std::vector<int> >& mapBaseBlockInfo) { m_nWidth = mapBaseBlockInfo.size(); m_nHight = mapBaseBlockInfo[0].size(); m_vecMapCell.resize(m_nWidth); for(int x = 0; x < m_nWidth; ++x) { m_vecMapCell[x].resize(m_nHight); for(int y = 0; y < m_nHight; ++y) { auto& cell = m_vecMapCell[x][y]; cell.m_eBaseBlockType = (BaseCellBlockType)mapBaseBlockInfo[x][y]; cell.m_pObjList = nullptr;//对象列表 } } } 这个初始化时这样的 ^^^ ||| ||| ||| 48*32是每个单元格的宽和高像素大小 划分block格子 int nAllWidth = m_nMapWidth * HeadNode.map_size_item.base_size.x;//整个地图大小宽(像素) int nAllHidth = m_nMapHight * HeadNode.map_size_item.base_size.y;//整个地图高(像素) //计算整张地图大小(block),他是把屏幕划分成3*3的格子 int nWidthBlcokNum = nAllWidth / (screen_area.x / 3) + 4; //多出4格预防外围(满足7x7范围控制),对于为什么+4不太清楚,好像是处理边界问题 int nHightBlcokNum = nAllHidth / (screen_area.y / 3) + 4; m_MapCellMgr.m_vecRolesBlock.resize(nWidthBlcokNum); //角色 m_MapCellMgr.m_vecSpellsBlock.resize(nWidthBlcokNum); //魔法 // m_MapCellMgr.m_vecItemsBlock.resize(nWidthBlcokNum); //道具物品 m_MapCellMgr.m_vecPropsBlock.resize(nWidthBlcokNum); //道具物品(新) for (int i = 0; i < nWidthBlcokNum; i++) { m_MapCellMgr.m_vecSpellsBlock[i].resize(nHightBlcokNum); // m_MapCellMgr.m_vecItemsBlock[i].resize(nHightBlcokNum); m_MapCellMgr.m_vecRolesBlock[i].resize(nHightBlcokNum); m_MapCellMgr.m_vecPropsBlock[i].resize(nHightBlcokNum); } 对于角色,魔法,道具都是每个格子进行管理的 //对于装饰物是单独管理的,没有放到单元格管理器中 m_BlockOrnamentalMap.resize(nWidthBlcokNum); for (int i = 0; i < nWidthBlcokNum; ++i) { //m_droProp_block[i].resize(block_h_num); m_BlockOrnamentalMap[i].resize(nHightBlcokNum); } void Map::InitOrnamemtal()//初始化装饰物信息 { std::vector<mapinfo::role_node> vecOrnamental; m_spMapInfo->get_ornamentals(vecOrnamental); for (unsigned int i = 0; i < vecOrnamental.size(); i++) { mapinfo::role_node Node = vecOrnamental[i]; unsigned long uid = AllocateUID(); pos2d pos = m_spBase->GetPos(Node.point.x, Node.point.y); Node.point.x = pos.x; Node.point.y = pos.y; pos2d block_pos = m_spBase->GetBlockPos(pos);//mpos->bpos m_BlockOrnamentalMap[block_pos.x][block_pos.y][uid] = Node;//将装饰物信息放入map容器中 // SetMapColl(Node.point.x, Node.point.y, true); } } void Map::InitRegions() { mapinfo::area_node SafeArea, FightArea; m_spMapInfo->get_safearea(SafeArea); m_spMapInfo->get_fightarea(FightArea); pos2d safe_begin = {SafeArea.begin_point.x, SafeArea.begin_point.y}, safe_end = {SafeArea.end_point.x, SafeArea.end_point.y}; //------[注]:暂时.map文件中无摆摊区概念,暂时用定值模拟,后期修正 --by lyq pos2d sell_begin = m_spBase->GetMapPos(4120, 3870),//{4120, 3870}, sell_end = m_spBase->GetMapPos(5120, 5120);//{5120, 5120}; pos2d fight_begin = {FightArea.begin_point.x, FightArea.begin_point.y}, fight_end = {FightArea.end_point.x, FightArea.end_point.y}; #if 0 setRegion(RegionOpt::REGION_SAFE, safe_begin, safe_end); setRegion(RegionOpt::REGION_SELL, sell_begin, sell_end); setRegion(RegionOpt::REGION_SELL, sell_begin, sell_end); #endif m_MapCellMgr.CreateSafeRegion(::RectRegion(safe_begin, safe_end));//初始化安全区 m_MapCellMgr.CreateFinghtRegion(::RectRegion(fight_begin, fight_end));//初始化战斗区 }