实现XML的简单动态配置

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今天写了一下XML的相关的内容:用在目前的一个小项目上面(关卡类)因为每关的地图不同,所以让他动态读取XML中的内容,这样修改就可以只看XML文件了。

简单思路:首先用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());

这样的话在 \proj.win32\Debug.win32下面生成的UserDefault.xml 文件中的内容是:


以后只要过关就向这个文件中写入下一关的 ID就可以了,而关卡的信息在下面的 config.xml中, 注意对应的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,根据需要自己可以配置。

下面我们就根据UserDefault.xml 中的 ID 来 找到 config.xml 中对应的 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,注释了就不显示了
	 this->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);


	UserDefault::getInstance()->setStringForKey("ID","2");//这里执行一次就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 width){		//添加地板
	//添加地板
	auto ground = Sprite::create();//就是一个精灵
	ground->setPhysicsBody(PhysicsBody::createBox(Size(width,3)));
	ground->setTextureRect(Rect(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,只要你想读取哪一个关卡的信息 就直接在UserDefault.xml中修改 ID就行了,如果想配置关卡的信息,直接 修改 config.xml文件就行了!感觉这样会稍微省事一点,如果哪里不对请吐槽,一起学习进步,谢谢!

运行界面如下:


原文链接:https://www.f2er.com/xml/297948.html

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