Deep Cloning C++ class that inherits CCNode in Cocos2dx
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A Devanney
on Game Development
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Published on 2012-10-04T21:24:26Z
Indexed on
2012/10/04
21:54 UTC
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I stuck with something in Cocos2dx ...
I'm trying to deep clone one of my classes that inherits CCNode.
Basically i have....
GameItem* pTemp = new GameItem(*_actualItem);
// loops through all the blocks in gameitem and updates their position
pTemp->moveDown();
// if in boundary or collision etc...
if (_gameBoard->isValidMove(pTemp))
{
_actualItem = pTemp;
// display the position
CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY());
}
Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode.
its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original?
class GameItem : public CCNode {
// maps to the actual grid position of the shape
CCPoint* _rawPosition;
// tracks the current grid position
int _gridX, _gridY;
// tracks the change if the item has moved
CCPoint _offset;
public:
//constructors
GameItem& operator=(const GameItem& item);
GameItem(Shape shape);
...
}
then in the implementation....
GameItem& GameItem::operator=(const GameItem& item)
{
_gridX = item.getGridX();
_gridY = item.getGridY();
_offset = item.getOffSet();
_rawPosition = item.getRawPosition();
// how do i copy the node?
return *this;
}
// shape contains an array of position for the game character
GameItem::GameItem(Shape shape)
{
_rawPosition = shape.getShapePositions();
//loop through all blocks in position
for (int i = 0; i < 7; i++)
{
// get the position of the first block in the shape and add to the position of the first block
int x = (int) (getRawPosition()[i].x + getGridX());
int y = (int) (getRawPosition()[i].y + getGridY());
//instantiate a block with the position and type
Block* block = Block::blockWithFile(x,y,(i+1), shape);
// add the block to the this node
this->addChild(block);
}
}
And for clarity here is the block class
class Block : public CCNode{
private:
// using composition over inheritance
CCSprite* _sprite;
// tracks the current grid position
int _gridX, _gridY;
// used to store actual image number
int _blockNo;
public:
Block(void);
Block(int gridX, int gridY, int blockNo);
Block& operator=(const Block& block);
// static constructor for the creation of a block
static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape);
...
}
The blocks implementation.....
Block& Block::operator=(const Block& block)
{
_sprite = new CCSprite(*block._sprite);
_gridX = block._gridX;
_gridY = block._gridY;
_blockNo = block._blockNo;
//again how to clone CCNode?
return *this;
}
Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape)
{
Block* block = new Block();
if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape))
{
block->autorelease();
return block;
}
CC_SAFE_DELETE(block);
return NULL;
}
bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape)
{
setGridX(gridX);
setGridY(gridY);
setBlockNo(blockNo);
const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo);
// add to the spritesheet
CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz");
CCSpriteBatchNode::createWithTexture(gameArtTexture);
// block settings
_sprite = CCSprite::createWithSpriteFrameName(characterImg);
// set the position of the block and add it to the layer
this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY));
this->addChild(_sprite);
return true;
}
Any ideas are welcome at this point!!
thanks
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