RoleSprite负责显示角色,需要有一个数据的引用,注意他的锚点是在左下角的,为了便于计算。
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:
Role * m_pRole;
int m_row ;
int m_col ;
};
#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_pRole = role ;
CC_SAFE_RETAIN(m_pRole) ;
m_row = row ;
m_col = col ;
}
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;
}
原文:http://blog.csdn.net/c_boy_lu/article/details/45047359