鏈榪戜竴孌墊椂闂磋嚜宸辨鍦ㄧ紪鍐欎竴嬈綬PG娓告垙,鍓嶅嚑澶╃敤絀轟綑鐨勬椂闂磋璁′簡(jiǎn)瑙掕壊妯″潡,緇欑儹鐖辨父鎴忕紪鎴愮殑鏈嬪弸浠垎浜垎浜?浠g爜鍒嗕負(fù)涓夐儴鍒?1.鎶借薄瑙掕壊綾?2.鐜╁鎺у埗鐨勮鑹茬被,3瑙掕壊綆$悊綾?鏈父鎴忎嬌鐢ㄧ殑鏄痟ge 2D寮曟搸 浠g爜濡備綍:
涓:鎶借薄瑙掕壊綾?
FGRoleObject.h鏂囦歡:
class FGRoleObject { public:
static void Init(HGE* m_hge) { hge = m_hge; }
/ /閫昏緫 virtual void Logic() = 0;
//緇樺埗 virtual void Render() = 0;
//鑾峰彇X鍧愭爣 float GetX(){return m_x;}
//鑾峰彇Y鍧愭爣 float GetY(){return m_y;}
/ /鑾峰彇ID int GetID(){return m_ID;}
//鑾峰彇鍚嶅瓧 char* GetName(){return m_Name;}
//鑾峰彇絳夌駭 int GetLevel(){return m_Level;}
//鑾峰彇HP float GetHp(){return m_Hp;}
//鑾峰彇MaxHp float GetMaxHp(){return m_MaxHp;}
//鑾峰彇Ep float GetEp(){return m_Ep;}
//鑾峰彇MaxEp float GetMaxEp(){return m_MaxEp;}
//鑾峰彇CP float GetCp(){return m_CP;}
//鑾峰彇MaxCp float GetMaxCp(){return m_MaxCp;} //鑾峰彇STR float GetSTR(){return m_STR;}
//鑾峰彇DEF float GetDEF(){return m_DEF;}
//鑾峰彇ATS float GetATS(){return m_ATS;}
//鑾峰彇ATF float GetADF(){return m_ADF;}
//鑾峰彇SPD float GetSPD(){return m_SPD;}
//鑾峰彇DEX float GetDEX(){return m_DEX;}
//鑾峰彇ADL float GetAGL(){return m_AGL;}
//鑾峰彇MOV float GetMOV(){return m_MOV;}
//鑾峰彇RNG float GetRNG(){return m_RNG;}
//鑾峰彇EXP float GetEXP(){return m_Exp;}
//鑾峰彇MaxExp float GetMaxExp(){return m_MaxExp;}
//鑾峰彇闃佃惀綾誨瀷 TYPE_Camp GetCamp(){return m_Camp;}
//璁劇疆紕版挒鍖哄煙鑼冨洿 void SetRect(float ltx,float lty,float rdx,float rdy) { m_rect.Set(ltx,lty,rdx,rdy); }
//瑙掕壊涓庤鑹蹭箣闂寸殑紕版挒澶勭悊 bool Intersect(FGRoleObject& role) { if( m_rect.Intersect(&role. m_rect)) { return true; } else { return false; } }
//璁劇疆鑻遍泟灞炴?void SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp); //璁劇疆鐘舵?void SetMode(AtionMode _mode) { m_ationmode = _mode; } protected: //1.緙栧彿 2.闃佃惀鏍囩ず 3.瑙掕壊鍚嶇О 4.瑙掕壊X鍧愭爣 5.瑙掕壊Y鍧愭爣 FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y);
//鏋愭瀯 virtual ~FGRoleObject(void);
static HGE* hge;
//閲戦挶 static float Mria;
//娓告垙鏃墮棿 static float PlayTime;
//闃佃惀鐨勭綾?TYPE_Camp m_Camp;
//瀛楃 char m_Name[256];
//緙栧彿 short m_ID;
//瑙掕壊x鍧愭爣 float m_x;
//瑙掕壊y鍧愭爣 float m_y;
//紕版挒鍖哄煙瀵硅薄 hgeRect m_rect;
//閫熷害 float m_speed;
//瑙掕壊灞炴?int m_Level;
float m_MaxHp;
float m_Hp;
float m_MaxEp;
float m_Ep;
float m_STR; float m_DEF;
float m_ATS; float m_ADF; float m_SPD; float m_DEX; float m_AGL; float m_MOV;
float m_RNG;
float m_MaxCp;
float m_CP;
float m_MaxExp;
float m_Exp;
float m_NextExp;
//琛岃蛋鏂瑰悜 Drection m_drection;
//瑙掕壊鐘舵?AtionMode m_ationmode; };
FGRoleObject.cpp鏂囦歡:
#include "FGRoleObject.h"
HGE* FGRoleObject:: hge = 0;
FGRoleObject::~FGRoleObject(void){
}
FGRoleObject::FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y){ m_ID = _id;
//璧嬪奸樀钀?鎴戞柟榪樻槸鏁屾柟 m_Camp = _camp;
strcpy( m_Name,_name);
m_x = _x;
m_y = _y;
SetMode(WAIT);
//鍒濆鍖栫殑鏃跺欐病鏈夎緗鎾炲尯鍩?紕版挒涓? m_rect.Set(0,0,0,0);}
void FGRoleObject::SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp){ m_Level = _level;
m_MaxHp = _MaxHp;
m_Hp = _Hp;
m_MaxEp = _MaxEp;
m_Ep = _Ep;
m_STR = _STR; m_DEF = _DEF;
m_ATS = _ATS; m_ADF = _ADF; m_SPD = _SPD; m_DEX = _DEX; m_AGL = _AGL; m_MOV = _MOV;
m_RNG = _RNG;
m_MaxCp = _MaxCp;
m_CP = _CP;
m_MaxExp = _MaxExp;
m_Exp = _Exp;
m_NextExp = _NextExp; }
FGMyRole.h鏂囦歡:
class FGMyRole :public FGRoleObject{public: //鍩虹被鐨勫弬鏁?1.緙栧彿 2.闃佃惀鏍囩ず 3.瑙掕壊鍚嶇О 4.瑙掕壊X鍧愭爣 5.瑙掕壊Y鍧愭爣 //hgeAnimation綾婚渶瑕佸弬鏁? 6.璐村浘涓殑x鍧愭爣 7.璐村浘涓殑y鍧愭爣 8.璐村浘涓瘡涓甯х殑瀹?9.璐村浘涓瘡涓甯х殑楂?// 10.鍔ㄧ敾鎾斁鐨勯熷害 11.鍔ㄧ敾鎬誨叡鐨勫撫鏁?12.鍔ㄧ敾鎵闇瑕佺殑璐村浘 //鎴戞柟瑙掕壊鏈韓鐨勫弬鏁? 13.UI涓鑹蹭漢鐗╁浘鐗?14.瑙掕壊鐨勭Щ鍔ㄧ殑閫熷害 FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float m_speed); virtual ~FGMyRole(void); void Logic();
void Render();
short GethSpri_UIIndex() { return hSpri_UIIndex; }
//鍒濆鍖栬澶囨Ы void InitEquips();
//瑁呭鏍忔暟緇?嬈℃父鎴忔嫢鏈?涓澶囨Ы ItemObject* Equips[5];
private: //瑙掕壊澶村儚鍥劇墖绱㈠紩(UI ) short hSpri_UIIndex;
//鍔ㄧ敾瀵硅薄 hgeAnimation* spr[8];
//fps鎾斁鐨勯熷害 float FPS;
//甯ф暟 int Nframe;
//璐村浘涓殑X鍧愭爣 float tx;
//璐村浘涓殑Y鍧愭爣 float ty;
//璐村浘涓殑闀?float tw;
//璐村浘涓殑瀹?float th; };
FGMyRole.cpp鏂囦歡:
#include "FGMyRole.h"#include "FGGameScreen.h"
FGMyRole::FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float _speed):FGRoleObject(_id,_camp,_name,_x,_y) { SetAttribute(4,163,163,250,203,44,46,20,15,15,16,4,4,2,46,46,500,100,250);
m_speed = _speed;
FPS = _fps;
Nframe = _nframe;
tx = _tx;
ty = _ty;
tw = _tw;
th = _th;
hSpri_UIIndex = _h_Index;
for(int i=0;i<8;i ) { spr[i] = new hgeAnimation(_tex,Nframe,FPS,tx,ty 128*i,tw,th);
spr[i]->Play(); } m_drection = RIGHT; //鍒濆鍖栬鑹茶澶?InitEquips(); }
FGMyRole::~FGMyRole(void){ for(int i=7;i<0;i--) { if(spr[i]!=NULL) { delete spr[i];
spr[i] = NULL; } }}
void FGMyRole::Logic(){ //鍔ㄧ敾鏇存柊 spr[m_drection]->Update(hge->Timer_GetDelta());
//鐘舵?switch(m_ationmode) { case MOVE: //閿洏鍝嶅簲 if(hge->Input_GetKeyState(HGEK_W)) //涓?{ if(hge->Input_GetKeyState(HGEK_D)) { m_y-=m_speed; m_x =m_speed; m_drection = RIGHTUP;
} else if(hge->Input_GetKeyState(HGEK_A)) { m_y-=m_speed; m_x-=m_speed; m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_y =m_speed;
m_drection = DOWN; } else { m_y-=m_speed;
m_drection = UP; }
spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_S)) //涓?{ if(hge->Input_GetKeyState(HGEK_W)) { m_y-=m_speed;
m_drection = UP;
} else if(hge->Input_GetKeyState(HGEK_D)) { m_x =m_speed;
m_y =m_speed;
m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_x-=m_speed;
m_y =m_speed; m_drection = LEFTDOWN; } else { m_y =m_speed; m_drection = DOWN; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_D)) //鍙?{ if(hge->Input_GetKeyState(HGEK_W)) { m_x =m_speed;
m_y-=m_speed;
m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_x =m_speed;
m_y =m_speed;
m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_x-=m_speed;
m_drection = LEFT; } else { m_x =m_speed; m_drection = RIGHT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_A)) //宸?{ if(hge->Input_GetKeyState(HGEK_W)) { m_x-=m_speed;
m_y-=m_speed;
m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_x =m_speed;
m_drection = RIGHT; } else if(hge->Input_GetKeyState(HGEK_S)) { m_x-=m_speed;
m_y =m_speed;
m_drection = LEFTDOWN; } else { m_x-=m_speed;
m_drection = LEFT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else { //鍦ㄦ病鏈変換浣曟寜閿搷搴旀椂鎶婂姩鐢誨撫鏁拌皟鏁翠負(fù)0 spr[m_drection]->SetFrame(0); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-waiting")); SetMode(WAIT); } if(hge->Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-attact1")); spr[m_drection]->SetSpeed(15); spr[m_drection]->SetFrame(0); } break; case WAIT: //寰呮満鐘舵?//閿洏鍝嶅簲 if(hge->Input_GetKeyState(HGEK_W)) //涓?{ if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = DOWN; } else { m_drection = UP; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));
SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_S)) //涓?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = UP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFTDOWN; } else { m_drection = DOWN; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));
SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_D)) //鍙?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFT; } else { m_drection = RIGHT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));
SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_A)) //宸?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHT; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = LEFTDOWN; } else { m_drection = LEFT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));
SetMode(MOVE); } if(hge->Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-attact1")); spr[m_drection]->SetSpeed(15); spr[m_drection]->SetFrame(0); }
break; case ATTACT: //鏀誨嚮鐘舵?if(spr[m_drection]->GetFrame()==7) { SetMode(WAIT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-waiting")); spr[m_drection]->SetSpeed(5); } break; case BATTACT: //琚敾鍑葷姸鎬?break; case DEATH: //姝諱骸鐘舵?break; }
}
void FGMyRole::Render(){ spr[m_drection]->Render(m_x,m_y);}
void FGMyRole::InitEquips(){ for(int i=0;i<5;i ) { Equips[i] = NULL; }
switch(m_ID) { case 0://瑙掕壊1 //姝﹀櫒 Equips[0] = new Weanpon(ItemObject::WEANPON,0,0,0,0); //闃插叿 Equips[1] = new Clothes(ItemObject::CLOTHES,1,9,9,0); //闉嬪瓙 Equips[2] = new Clothes(ItemObject::CLOTHES,2,11,11,0); //楗板搧 Equips[3] = new Clothes(ItemObject::CLOTHES,3,12,12,0); //楗板搧 Equips[4] = new Clothes(ItemObject::CLOTHES,4,12,12,0); break; case 1://瑙掕壊2 Equips[0] = new Weanpon(ItemObject::WEANPON,1,1,1,0); break; } }
FGRoleManager.h鏂囦歡:
class FGRoleManager{public: //綆$悊綾誨璞?姝ゅ璞″彧鏈変竴涓?static FGRoleManager* mangner;
//褰撳墠閫変腑鐨勮鑹插璞?static FGRoleObject* CurRole;
//瑙掕壊鐨刬d鍙瘋繛琛ㄧ敤鏉ヨ褰曟暣涓父鎴忕帺瀹?涓鍏辨嫢鏈夊灝戜釜瑙掕壊鐨処D list<short> listid;
list<short>::iterator iterid;
~FGRoleManager(void);
static FGRoleManager* Instance(HGE* _hge) { if(0 == mangner) { hge = _hge;
FGRoleObject::Init(hge);
return mangner = new FGRoleManager(); }
return mangner; }
void Logic();
void Render();
void AddRole(FGRoleObject& _object);
void DeleteRole(FGRoleObject& _object);
//鑾峰彇瑙掕壊-鏍規(guī)嵁ID鏉ヨ幏鍙?FGRoleObject* GetRole(short id);
//璐х墿瑙掕壊id浠巐ist涓?short GetIDFromeList(short index);
//鑾峰彇鎴戞柟闃佃惀浜烘暟 short GetMyRoleNums();
//鑾峰彇鏁屾柟闃佃惀浜烘暟 short GetEnemyNums(); protected:
private: list<FGRoleObject*> listobject;
list<FGRoleObject*>::iterator iterobject;
FGRoleManager(void);
static HGE* hge; };
FGRoleManager.cpp鏂囦歡:
HGE* FGRoleManager::hge = NULL;
FGRoleManager* FGRoleManager::mangner = NULL;
FGRoleObject* FGRoleManager::CurRole = NULL;
FGRoleManager::FGRoleManager(void){
}
FGRoleManager::~FGRoleManager(void){
} void FGRoleManager::Logic(){ //鎵鏈夎鑹插悇鑷繍琛岃嚜宸辯殑閫昏緫 for(iterobject = listobject.begin();iterobject!= listobject.end();iterobject ) { (*iterobject)->Logic(); }}
void FGRoleManager::Render(){ //鎵鏈夎鑹插悇鑷繍琛岃嚜宸辯殑緇樺埗 for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { (*iterobject)->Render(); }}
void FGRoleManager::AddRole(FGRoleObject& _object){ //鍔犲叆瑙掕壊瀵硅薄 listobject.push_front(&_object);
//鍔犲叆瑙掕壊id listid.push_back((&_object)->GetID());
}
void FGRoleManager::DeleteRole(FGRoleObject& _object){ if(listobject.empty()) return; listobject.remove(&_object);}
short FGRoleManager::GetMyRoleNums(){ short temp = 0;
for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)->GetCamp() == PLAYER) { temp ; } } return temp; }
short FGRoleManager::GetEnemyNums(){ short temp = 0;
for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)->GetCamp() == ENEMY) { temp ; } }
return temp; }
FGRoleObject* FGRoleManager::GetRole(short id){ for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if(id == (*iterobject)->GetID() ) { return *iterobject; } }
return NULL;}
short FGRoleManager::GetIDFromeList(short index){ int tempindex = 0;
for(iterid = listid.begin();iterid!=listid.end(); iterid ) { if(tempindex == index) { return *iterid; } tempindex ; }
return 0;}
姝よ璁¤繍鐢ㄤ簡(jiǎn)緇ф壙鍜屽鐘?鍦ㄧ鐞嗙被(FGRoleManager)閲屾湁涓涓熀綾?FGRoleObjetct)鐨刲ist 鏉ュ瓨鏀懼瓙綾誨璞?閫氳繃list鏉ョ粺涓綆$悊瀛愮被瀵硅薄.
涓嬮潰鎴戝啓涓嬭嚜宸辯殑涓浜涜璁℃兂娉曪細(xì)
鍩烘湰綾籉GRoleObject錛?/div>
綾繪垚鍛橈細(xì)
鍙厑璁稿啓娓告垙瑙掕壊鎷ユ湁鐨勫睘鎬э細(xì)姣斿hp mp x y(瑙掕壊鐨勫潗鏍?絳?/div>
璇存槑錛氫負(fù)浜?jiǎn)璁╂绫绘洿鍔犵殑閫氱敤錛屼綍涓洪氱敤鍛紵灝辨槸榪欎釜綾誨彲浠ラ傜敤浜庝換浣曟父鎴忥紝鍦ㄧ紪鍐欎換浣曟父鎴忕殑鏃跺欓兘鍙互鎷挎潵浣跨敤錛岀敱浜庡埗浣滄父鎴忕殑寮曟搸涓嶄竴鏍鳳紝閭d箞緇樺埗鐨勫鐞嗕篃浼?xì)涓嶄竴鏍鳳紝鍥犳鍩虹被鐨勬垚鍛橀噷鍙兘鍐欐暣涓父鎴忚鑹叉墍闇瑕佺殑灞炴у彉閲忋?/div>
綾繪垚鍛樺嚱鏁幫細(xì)
娓告垙瑙掕壊閫氱敤鐨勮涓猴紝姣斿紕版挒澶勭悊錛屽睘鎬х殑璁劇疆絳夌瓑 錛屾病 涓鑹插繀欏誨緱鐢ㄧ殑涓婄殑銆?
瀛愮被FGMyRole:
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鏁翠釜瑙掕壊鐨勭鐞嗙被 FGRoleManager:
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浠ヤ笂鏄鑹叉ā鍧楃殑鍒濇璁捐錛屾湰浜哄垵C 澶у瀵規(guī)垜鐨勮璁℃兂娉曟湁浠涔堝ソ鐨勬剰瑙佽絎竴鏃墮棿 鎻愬嚭 浜掔浉瀛︿範(fàn)錛宷q:350544011.