| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551 | 
							- cc.Class({
 
-     extends: cc.Component,
 
-     editor: {
 
-         requireComponent: cc.TiledMap
 
-     },
 
-     properties: {
 
-         Show: {
 
-             default: null,
 
-             type: cc.Label,
 
-         },
 
-         DrawPathNode: cc.Node,
 
-         //场景树木的预制
 
-         BarrierPrefab: cc.Prefab,
 
-         //场景栏杆的预制
 
-         RailingXPrefab: cc.Prefab,
 
-         RailingYPrefab: cc.Prefab,
 
-         MyMapNode: cc.Node,
 
-         //没有激活的节点,也就是还没有深度排序的
 
-         MyMapNoActivationNode: cc.Node,
 
-         //画网格
 
-         isDraw: false,
 
-         //记录道路的index
 
-         _highwayIndex: {
 
-             default: [],
 
-             type: [cc.Integer],
 
-             visible: false,
 
-         },
 
-         //记录道路的Node节点
 
-         _highwayNodes: {
 
-             default: [],
 
-             type: [cc.Node],
 
-             visible: false,
 
-         },
 
-         _tiledMap: {
 
-             default: null,
 
-             type: cc.TiledMap,
 
-             serializable: false,
 
-             visible: false,
 
-         },
 
-         // _IndexFromTiledPos: {
 
-         //     default: [],
 
-         //     type: [cc.Integer],
 
-         //     serializable: false,
 
-         //     visible: false,
 
-         // },
 
-         DynamicMinBoundary: {
 
-             default: cc.v2(),
 
-             visible: false,
 
-             tooltip: '建筑可建区域边界值,针对上面两边边界越界',
 
-         },
 
-     },
 
-     // use this for initialization
 
-     onLoad: function () {
 
-         //初始化TiledMap全局变量
 
-         GlobalD.TiledMap = this;
 
-         this._tiledMap = this.node.getComponent(cc.TiledMap);
 
-         // console.log("this._tiledMap:", this._tiledMap);
 
-         // let landInfo = this._tiledMap.getObjectGroup('initLand').getObjects();
 
-         // console.log("landInf::", landInfo);
 
-         // for (let i = 0; i < landInfo.length; i++) {
 
-         //     let _x = landInfo[i].x + this.node.getPosition().x;
 
-         //     let _y = landInfo[i].y + this.node.getPosition().y;
 
-         //     let back = this._tilePosFromLocation(new cc.Vec2(_x, _y));
 
-         //     console.log(landInfo[i].name,_x,_y ,"(", back.x, ",", back.y, ")");
 
-         // }
 
-         // let initBreedInfo = this._tiledMap.getObjectGroup('initBreed').getObjects();
 
-         // console.log("initBreedInfo::", initBreedInfo);
 
-         // for (let i = 0; i < landInfo.length; i++) {
 
-         //     let _x = landInfo[i].x + this.node.getPosition().x;
 
-         //     let _y = landInfo[i].y + this.node.getPosition().y;
 
-         //     let back = this._tilePosFromLocation(new cc.Vec2(_x, _y));
 
-         //     console.log(landInfo[i].name,_x,_y ,"(", back.x, ",", back.y, ")");
 
-         // }
 
-         // this.node.on(cc.Node.EventType.TOUCH_START, this.TouchStartFunction, this);
 
-         this.node.on(cc.Node.EventType.TOUCH_END, this._touchEndFunction, this);
 
-         // this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.TouchCancelFunction, this);
 
-     },
 
-     onDestroy(){
 
-         // this.node.off(cc.Node.EventType.TOUCH_START, this.TouchStartFunction, this);
 
-         this.node.off(cc.Node.EventType.TOUCH_END, this._touchEndFunction, this);
 
-         // this.node.off(cc.Node.EventType.TOUCH_CANCEL, this.TouchCancelFunction, this);
 
-     },
 
-     //统一派送 结束事件
 
-     _touchEndFunction() {
 
-         // console.log('TiledMap_Touch_End');
 
-         this.node.dispatchEvent(new cc.Event.EventCustom('TiledMap_Touch_End', true));
 
-     },
 
-     start: function () {
 
-         if (this.isDraw && this.DrawPathNode) {
 
-             //画网格
 
-             for (let i = 0; i < this._tiledMap.getMapSize().width + 1; i++) {
 
-                 var tilesPos1 = cc.v2(i, 0);
 
-                 var pos1 = this._locationFromtilePos(tilesPos1);
 
-                 var tilesPos2 = cc.v2(i, this._tiledMap.getMapSize().width);
 
-                 var pos2 = this._locationFromtilePos(tilesPos2);
 
-                 this.DrawPathNode.getComponent('Draw').onDrawFromTwoPoints(pos1, pos2);
 
-             }
 
-             for (let j = 0; j < this._tiledMap.getMapSize().width + 1; j++) {
 
-                 var tilesPos1 = cc.v2(0, j);
 
-                 var pos1 = this._locationFromtilePos(tilesPos1);
 
-                 var tilesPos2 = cc.v2(this._tiledMap.getMapSize().width, j);
 
-                 var pos2 = this._locationFromtilePos(tilesPos2);
 
-                 this.DrawPathNode.getComponent('Draw').onDrawFromTwoPoints(pos1, pos2);
 
-             }
 
-             this.DrawPathNode.getComponent('Draw').onStroke();
 
-         }
 
-     },
 
-     /**
 
-      * 获取配置的Title坐标数组,index+1 对应 id
 
-      * @returns _initTiledPos 
 
-      */
 
-     onGetLandList() {
 
-         //获取tiled的配置点
 
-         let landInfo = this._tiledMap.getObjectGroup('initLand').getObjects();
 
-         // console.log("landInf::", landInfo);
 
-         let _initTiledPos = new Array(landInfo.length);
 
-         for (let i = 0; i < landInfo.length; i++) {
 
-             let _x = landInfo[i].x + this.node.getPosition().x;
 
-             let _y = landInfo[i].y + this.node.getPosition().y;
 
-             let _backV2 = this._tilePosFromLocation(new cc.Vec2(_x, _y));
 
-             // console.log(Number(landInfo[i].name) - 1, _x, _y, "(", _backV2.x, ",", _backV2.y, ")");
 
-             _initTiledPos[Number(landInfo[i].name) - 1] = new cc.Vec2(_backV2.x, _backV2.y);
 
-         }
 
-         return _initTiledPos;
 
-     },
 
-     /**
 
-      * 获取牧场信息
 
-      * @returns 
 
-      */
 
-     onGetBreedList() {
 
-         //获取tiled的配置点
 
-         let initBreedInfo = this._tiledMap.getObjectGroup('initBreed').getObjects();
 
-         return initBreedInfo;
 
-     },
 
-     /**
 
-      * 设置显示地图信息
 
-      */
 
-     setMapInfo(_level) {
 
-         let objectGroup1 = this._tiledMap.getObjectGroup('farmer');
 
-         let objectGroup2 = this._tiledMap.getObjectGroup('village');
 
-         let layer2 = this._tiledMap.getLayer("village_com");
 
-         let objectGroup3 = this._tiledMap.getObjectGroup('mayor');
 
-         let layer3 = this._tiledMap.getLayer("mayor_com");
 
-         if (0 === _level) {
 
-             objectGroup1.node.active = true;
 
-             objectGroup2.node.active = false;
 
-             objectGroup3.node.active = false;
 
-             layer2.node.active = false;
 
-             layer3.node.active = false;
 
-         } else if (1 === _level) {
 
-             objectGroup1.node.active = false;
 
-             objectGroup2.node.active = true;
 
-             objectGroup3.node.active = false;
 
-             layer2.node.active = true;
 
-             layer3.node.active = false;
 
-         } else if (2 === _level) {
 
-             objectGroup1.node.active = false;
 
-             objectGroup2.node.active = false;
 
-             objectGroup3.node.active = true;
 
-             layer3.node.active = true;
 
-             layer2.node.active = false;
 
-         }
 
-     },
 
-     //初始化TiledMap的障碍物
 
-     onInitSolid() {
 
-         //设置地图障碍物
 
-         //隐藏地图树木
 
-         // this._tiledMap.getLayer('Trees').enabled = false;
 
-         var objectGroup = this._tiledMap.getObjectGroup('Barrier');
 
-         let objects = objectGroup.getObjects();
 
-         //-1代表障碍物
 
-         let _buildIdSolid = -1;
 
-         let length = objects.length;
 
-         for (let i = 0; i < length; i++) {
 
-             let areaX = objects[i].areaX;
 
-             let areaY = objects[i].areaY;
 
-             for (let j = 0; j < areaX; j++) {
 
-                 for (let k = 0; k < areaY; k++) {
 
-                     let _tilePos = cc.v2(objects[i].startTiledX + j, objects[i].startTiledY + k);
 
-                     let solidIndex = this.getIndex(_tilePos);
 
-                     // this.sliblingIndexArray.push(cc.v2(item.node.getSiblingIndex(), buildIndex));
 
-                     //地图设置障碍物
 
-                     AStar.setMapSolid(_tilePos.x, _tilePos.y, 1);
 
-                     // if (objects[i].name == 'TreeBarrier') {
 
-                     //     let BarrierTemp = cc.instantiate(this.BarrierPrefab);
 
-                     //     BarrierTemp.parent = this.MyMapNode;
 
-                     //     let tiledTile = BarrierTemp.addComponent('TiledTile');
 
-                     //     tiledTile.x = _tilePos.x;
 
-                     //     tiledTile.y = _tilePos.y;
 
-                     //     GlobalD.game.onUpdateVertexZFromZIndex(BarrierTemp, _tilePos);
 
-                     // }
 
-                     let occupyTemp = cc.v2(_buildIdSolid, solidIndex);
 
-                     GlobalD.game.OccupyArray.push(occupyTemp);
 
-                     // console.log('objectGroup  objects= ',objects[i].id,targetPosition);
 
-                 }
 
-             }
 
-         }
 
-         // //栏杆对象
 
-         // let _buildIdRailing = -2;
 
-         // let RailingXLayer = this._tiledMap.getLayer('RailingX');
 
-         // let RailingYLayer = this._tiledMap.getLayer('RailingY');
 
-         // RailingXLayer.enabled = false;
 
-         // RailingYLayer.enabled = false;
 
-         // // let RailingLayer = this._tiledMap.getLayer('Railing');
 
-         // // RailingLayer.enabled = false;
 
-         // for (let i = 0; i < 32; i++) {
 
-         //     for (let j = 0; j < 32; j++) {
 
-         //         let _tilesPos = cc.v2(i, j);
 
-         //         if (RailingXLayer.getTileGIDAt(_tilesPos)) {
 
-         //             let solidIndex = this.getIndex(_tilesPos);
 
-         //             let railingXTemp = cc.instantiate(this.RailingXPrefab);
 
-         //             railingXTemp.parent = this.MyMapNoActivationNode;
 
-         //             let tiledTile = railingXTemp.addComponent('TiledTile');
 
-         //             tiledTile.x = _tilesPos.x;
 
-         //             tiledTile.y = _tilesPos.y;
 
-         //             let occupyTemp = cc.v2(_buildIdRailing, solidIndex);
 
-         //             GlobalD.game.OccupyArray.push(occupyTemp);
 
-         //         }
 
-         //         if (RailingYLayer.getTileGIDAt(_tilesPos)) {
 
-         //             let solidIndex = this.getIndex(_tilesPos);
 
-         //             let railingYTemp = cc.instantiate(this.RailingYPrefab);
 
-         //             railingYTemp.parent = this.MyMapNoActivationNode;
 
-         //             let tiledTile = railingYTemp.addComponent('TiledTile');
 
-         //             tiledTile.x = _tilesPos.x;
 
-         //             tiledTile.y = _tilesPos.y;
 
-         //             let occupyTemp = cc.v2(_buildIdRailing, solidIndex);
 
-         //             GlobalD.game.OccupyArray.push(occupyTemp);
 
-         //         }
 
-         //         if (RailingLayer.getTileGIDAt(_tilesPos)) {
 
-         //             let railingYTemp = cc.instantiate(this.RailingYPrefab);
 
-         //             railingYTemp.parent = this.MyMapNoActivationNode;
 
-         //             let tiledTile = railingYTemp.addComponent('TiledTile');
 
-         //             tiledTile.x = _tilesPos.x;
 
-         //             tiledTile.y = _tilesPos.y;
 
-         //         }
 
-         //     }
 
-         // }
 
-     },
 
-     //根据tiled坐标清除指定栏杆
 
-     onClearRailingFromTilesPos(_regionIndex) {
 
-         // cc.log('onClearRailingFromTilesPos', _regionIndex);
 
-         var objectGroup = this._tiledMap.getObjectGroup('Region');
 
-         let objects = objectGroup.getObjects();
 
-         //-1代表障碍物
 
-         let _buildIdRailing = -2;
 
-         let length = objects.length;
 
-         for (let i = 0; i < length; i++) {
 
-             if (objects[i].name == 'Region' + _regionIndex) {
 
-                 // cc.log('清除区域是:', objects[i]);
 
-                 let areaX = objects[i].areaX;
 
-                 let areaY = objects[i].areaY;
 
-                 let startX = objects[i].startTiledX;
 
-                 let startY = objects[i].startTiledY;
 
-                 for (let j = 0; j < areaX; j++) {
 
-                     for (let k = 0; k < areaY; k++) {
 
-                         // cc.log('清除区域是2:', startX,startY);
 
-                         let _tilePos = cc.v2(startX + j, startY + k);
 
-                         let solidIndex = this.getIndex(_tilePos);
 
-                         //清除栏杆节点
 
-                         let children = this.MyMapNoActivationNode.children;
 
-                         let length = children.length;
 
-                         for (let i = 0; i < length; i++) {
 
-                             if (cc.isValid(children[i]) && children[i].getComponent('TiledTile').x == _tilePos.x
 
-                                 && children[i].getComponent('TiledTile').y == _tilePos.y) {
 
-                                 children[i].destroy();
 
-                             }
 
-                         }
 
-                         //清除占位信息
 
-                         let occupyArray = GlobalD.game.OccupyArray;
 
-                         let length1 = occupyArray.length;
 
-                         for (let i = length1 - 1; i >= 0; i--) {
 
-                             if (occupyArray[i].y == solidIndex && occupyArray[i].x == _buildIdRailing) {
 
-                                 GlobalD.game.OccupyArray.splice(i, 1);
 
-                             }
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     },
 
-     //根据屏幕坐标获取瓷砖块坐标
 
-     _tilePosFromLocation(location) {
 
-         //mapsize 目前是50*50
 
-         var mapSize = this._tiledMap.getMapSize();
 
-         //tilesize 目前是100*50
 
-         var tileSize = this._tiledMap.getTileSize();
 
-         // 触摸的位置信息必须减去瓷砖地图的位置信息,因为地图的位置可能在滚动变化
 
-         var pos = new cc.v2();
 
-         pos.x = location.x - this._tiledMap.node.getPosition().x;
 
-         pos.y = location.y - this._tiledMap.node.getPosition().y;
 
-         var halfMapWidth = mapSize.width * 0.5;
 
-         var mapHeight = mapSize.height;
 
-         var tileWidth = tileSize.width;
 
-         var tileHeight = tileSize.height;
 
-         //偏移量
 
-         var tilePosDiv = cc.v2(pos.x / tileWidth, pos.y / tileHeight);
 
-         var inverseTileY = mapHeight - tilePosDiv.y;
 
-         // 将得到的计算结果转换成 int,以确保得到的是整数
 
-         var posX = parseInt(inverseTileY + tilePosDiv.x - halfMapWidth);
 
-         var posY = parseInt(inverseTileY - tilePosDiv.x + halfMapWidth);//****** */Anchor
 
-         //外围不可活动区域的瓷砖块数
 
-         var borderSize = 0;
 
-         //最小活动区域
 
-         var playableAreaMin = cc.v2(borderSize, borderSize);
 
-         var playableAreaMax = cc.v2(this._tiledMap.getMapSize().width - 1 - borderSize, this._tiledMap.getMapSize().height - 1 - borderSize);
 
-         let DeMinX = this.DynamicMinBoundary.x > 1 ? this.DynamicMinBoundary.x - 1 : 0;
 
-         let DeMinY = this.DynamicMinBoundary.y > 1 ? this.DynamicMinBoundary.y - 1 : 0;
 
-         // 确保坐标在MAP范围内
 
-         posX = Math.max(playableAreaMin.x + DeMinX, posX);
 
-         posX = Math.min(playableAreaMax.x, posX);
 
-         posY = Math.max(playableAreaMin.y + DeMinY, posY);
 
-         posY = Math.min(playableAreaMax.y, posY);
 
-         // this.Show.string = "(" + posX + "," + posY + ")";
 
-         return cc.v2(posX, posY);
 
-     },
 
-     //把tile坐标转换成屏幕坐标
 
-     _locationFromtilePos(tilePos) {
 
-         var halfMapWidth = this._tiledMap.getMapSize().width * 0.5;
 
-         var mapHeight = this._tiledMap.getMapSize().height;
 
-         var tileWidth = 0.0;
 
-         var tileHeight = 0.0;
 
-         tileWidth = this._tiledMap.getTileSize().width;
 
-         tileHeight = this._tiledMap.getTileSize().height;
 
-         var tilePosDiv = new cc.v2();
 
-         var pos = new cc.v2();
 
-         tilePosDiv.y = mapHeight - (tilePos.x + tilePos.y) / 2;
 
-         tilePosDiv.x = (tilePos.x - tilePos.y) / 2 + halfMapWidth;//***** */Anchor
 
-         pos.x = tilePosDiv.x * tileWidth;
 
-         pos.y = tilePosDiv.y * tileHeight;
 
-         var outpos = new cc.v2();
 
-         outpos.x = pos.x + this._tiledMap.node.getPosition().x;
 
-         outpos.y = pos.y + this._tiledMap.node.getPosition().y;
 
-         return outpos;
 
-     },
 
-     //获取tilePos坐标对应的图块居中的位置
 
-     getblockInTheMiddle(tilePos) {
 
-         let getOriPos = this._locationFromtilePos(tilePos);
 
-         // 图块的大小是(165,96)
 
-         //我们计算的点事顶点为起始点,所以y轴要减去图块的一半。
 
-         return cc.v2(getOriPos.x, getOriPos.y - 48);
 
-     },
 
-     //获取tilePos坐标对应的图块居中的位置
 
-     _getTheMiddleLocationFromtilePos(tilePos) {
 
-         let getOriPos = this._locationFromtilePos(tilePos);
 
-         // 图块的大小是(165,96)
 
-         //我们计算的点事顶点为起始点,所以y轴要减去图块的一半。
 
-         return cc.v2(getOriPos.x, getOriPos.y - 48);
 
-     },
 
-     /**
 
-    * 通过指定的 tile 坐标获取对应的 TiledTile。 <br/>
 
-    * @method getTiledTileAt
 
-    * @param {Integer} x
 
-    * @param {Integer} y
 
-    * @param {[TiledTile]} tiledsArray
 
-    * @return {TiledTile}
 
-    */
 
-     getTiledTileAt(x, y, tiledsArray) {
 
-         let index = Math.floor(x) + Math.floor(y) * this._tiledMap.getMapSize().width;
 
-         let tile = null;
 
-         if (tiledsArray) {
 
-             tile = tiledsArray[index];
 
-         } else {//如果不存在,默认获取已保存的数组
 
-             tile = this._highwayIndex[index];
 
-         }
 
-         cc.log('tile', tile);
 
-         if (tile) {
 
-             return tile;
 
-         } else {
 
-             return false;
 
-         }
 
-     },
 
-     /** 
 
-        * 替换为指定的 TiledTile。
 
-        * @method setTiledTile
 
-        * @param {TiledTile} tiledTile
 
-        * @param {[TiledTile]} tiledsArray
 
-        * @return {TiledTile}
 
-        */
 
-     setTiledTile(tiledTile, tiledsArray) {
 
-         let index = Math.floor(tiledTile.x) + Math.floor(tiledTile.y) * this._tiledMap.getMapSize().width;
 
-         let node = cc.instantiate(tiledTile.node);
 
-         if (tiledsArray) {
 
-             return tiledsArray[index] = node.getComponent('TiledTile');
 
-         } else {//如果不存在,默认获取已保存的数组
 
-             return this._highwayIndex[index] = node.getComponent('TiledTile');
 
-         }
 
-     },
 
-     /** 
 
-      * 存储一个index 值到目标数组。analyticalX 存在的话,保存对应的x值
 
-      * @method setIndexArray
 
-      * @param {vec2} vector2
 
-      * @param {[IndexArray]} indexArray
 
-      * @return {IndexArray}
 
-      */
 
-     setIndexArray(vector2, indexArray) {
 
-         let index = Math.floor(vector2.x) + Math.floor(vector2.y) * this._tiledMap.getMapSize().width;
 
-         indexArray.push(index);
 
-         return indexArray;
 
-     },
 
-     /** 
 
-  * 计算一个index 并返回
 
-  * @method getIndex
 
-  * @param {vec2} vector2
 
-  * @return {index}
 
-  */
 
-     getIndex(vector2) {
 
-         let index = Math.floor(vector2.x) + Math.floor(vector2.y) * this._tiledMap.getMapSize().width;
 
-         return index;
 
-     },
 
-     /** 
 
-        * 判断是否存在一个值在目标数组。
 
-        * @method getIndexArrayAt
 
-        * @param {vec2} vector2
 
-        * @param {[IndexArray]} indexArray
 
-        * @return {Boolean}
 
-        */
 
-     getIndexArrayAt(vector2, indexArray) {
 
-         let index = Math.floor(vector2.x) + Math.floor(vector2.y) * this._tiledMap.getMapSize().width;
 
-         let length = indexArray.length;
 
-         // let isHas = false;
 
-         for (let i = 0; i < length; i++) {
 
-             if (index == indexArray[i]) {
 
-                 // isHas = true;
 
-                 // break;
 
-                 return true;
 
-             }
 
-         }
 
-         return false;
 
-     },
 
-     /** 
 
-      * 解析一个indexArray数组。
 
-      * @method analyticalIndexArrayData
 
-      * @param {[IndexArray]} indexArray
 
-      * @return {[cc.Vec2]]}
 
-      */
 
-     analyticalIndexArrayData(indexArray) {
 
-         let width = this._tiledMap.getMapSize().width;
 
-         let length = indexArray.length;
 
-         let out = [];
 
-         for (let i = 0; i < length; i++) {
 
-             //向下取整
 
-             let Y = Math.floor(indexArray[i] / width);
 
-             //取余数
 
-             //cc.log('2130%50 ============',2499%50, Math.floor(2499/50));
 
-             let X = indexArray[i] % width;//indexArray[i] - Y*width;
 
-             out.push(new cc.Vec2(X, Y));
 
-         }
 
-         return out;
 
-     },
 
-     /** 
 
-   * 解析一个index。
 
-   * @method analyticalIndexArrayData
 
-   * @param {Index} index
 
-   * @return {[cc.Vec2]]}
 
-   */
 
-     analyticalIndexData(index) {
 
-         let width = this._tiledMap.getMapSize().width;
 
-         //向下取整
 
-         let Y = Math.floor(index / width);
 
-         //取余数
 
-         let X = index % width;//index[i] - Y*width;
 
-         return new cc.Vec2(X, Y);
 
-     }
 
- });
 
 
  |