如何在 cocos2d 中使用瓷砖坐标而不是常规坐标



我仍然是cocos2d的新手,我遇到了这个问题,当我使用CCP坐标时,即使我移动到下一个屏幕,它也会保持在同一位置。我得出的结论一定是我没有使用瓷砖坐标。所以我需要一些转换帮助。

   - (CGPoint)tileCoordForPosition:(CGPoint)position {
float x = floor(position.x / map.tileSize.width);
float levelHeightInPixels = map.mapSize.height * map.tileSize.height;
float y = floor((levelHeightInPixels - position.y) / map.tileSize.height);
return ccp(x, y);
  }
-(CGRect)tileRectFromTileCoords:(CGPoint)tileCoords {
float levelHeightInPixels = map.mapSize.height * map.tileSize.height;
CGPoint origin = ccp(tileCoords.x * map.tileSize.width, levelHeightInPixels -    ((tileCoords.y + 1) * map.tileSize.height));
return CGRectMake(origin.x, origin.y, map.tileSize.width, map.tileSize.height);
} 

这就是我用来将常规坐标转换为平铺地图坐标的方法。

现在我正在尝试在某个位置生成一个敌人,特别是(0,0)

     -(void)addsaw{
CCSprite *saw = [CCSprite spriteWithFile:@"saw.png"]; 
// Determine where to spawn the target along the Y axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minY =saw.contentSize.height/2;
int maxY = winSize.height - saw.contentSize.height/2;
int rangeY = maxY - minY;
int actualY =  ( rangeY) + minY;
//THIS IS THE PROBLEM RIGHT HERE
saw.position = ccp(0,0);
[self addChild:saw];
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration 
                                    position:ccp(-saw.contentSize.width/2, actualY)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self 
                                         selector:@selector(spriteMoveFinished2:)];
[saw runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
saw.tag = 1;
[_saws addObject:saw];
   }

如何更改我的addsaw的ccp,以便我可以让它在瓷砖(0,0)而不是cocos2d常规(0,0)生成

你应该将你的精灵添加到你的 cctmxtiledmap 而不是图层!

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