• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強而不息

            Controlling Players and Characters(17)

             

            Resource Management


            Resource management plays a major role in your game. For characters to really get
            anywhere or achieve anything, they may need the aid of the items, spells, and other
            objects you’ve constructed for your game.

            In 游戲中物件的定義與使用 you see how to design your game’s
            items and place those items into a master item list. Now is the time to see what you
            can do with those items.

            Resources also include spells that your game’s characters can learn through the
            course of the game. You read more about spells later in this chapter in the section
            “Magic and Spells,” but for now, here is a glimpse of what resources can do for you.

             

            Using Items


            You’ve already seen how to control items in your game using a character inventory
            control system. If you have played with the CharICS demo, you have noticed the lack
            of function for the Equip and Use buttons. Now is the time to understand just what
            will happen when the functionality is put into place in that demo.

            A character can keep track of whatever armor, weapons, and accessories they can
            equip. Because those equipped items are contained within an sItem structure, you
            can query for the associated modified value (stored as sItem::Value) that is used to
            modify a character’s abilities.

            Say that item 1 is a sword. That sword is defined as a weapon and has a modified
            value of 10. If a character is allowed to equip the weapon (as determined by the
            class flags), the appropriate modified value is added to the character’s attack ability
            value. Tracking which item is equipped can be as simple as storing the item number
            in the character definition. Also, because you want to visually display the
            weapon that a character is holding, you might also load a weapon mesh to attach to
            the character.

            As for using items, that’s just as easy as equipping items. Remember that you predetermined
            what each item can be and what it can do. Say that you have a healing
            potion and your player decides to drink it. Once you have checked the usage
            restriction, you can determine that the healing potion is a healing item, and as
            such, adds the item modifier value to the player’s health points.

             

            Using Magic
             

            Magic spells, much like items, are an essential resource for a player’s survival.
            Magic aids the users in some way; stronger attacks, adding better defenses, and the
            ability to heal are typical magic spell fare. Although spells are not needed, they
            sure do help.

            Magic spells are defined just like items. They have an assigned feature. Some spells
            alter the character’s health, although other spells cause certain status ailments
            (such as Poison). Any character can harness magic; they just need to “know” the
            spell and have the matching mana points to cast it.

            In order for characters to know a spell, they must learn it by working through experience
            levels. You can track learned spells by using the bit flags. You can use a 32-bit
            variable to store known spells, with each bit in the variable representing a specific
            spell. By setting a bit in the variable, the spell is learned. Once a spell is learned, it
            is typically known forever.

            Managing spell usage is just like managing items; by displaying a list of spells known
            by a character, the player can determine which spells to cast when and where.


            posted on 2007-11-14 21:04 lovedday 閱讀(161) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            日韩久久久久中文字幕人妻| 久久精品国产半推半就| 亚洲国产精品无码久久青草 | 亚洲午夜福利精品久久| 精品人妻伦一二三区久久| 91久久精品无码一区二区毛片| 色成年激情久久综合| 武侠古典久久婷婷狼人伊人| 中文成人久久久久影院免费观看 | 无码8090精品久久一区| 久久亚洲精品人成综合网| 久久久久婷婷| 99久久精品国产一区二区三区| 一极黄色视频久久网站| 成人a毛片久久免费播放| 国产美女亚洲精品久久久综合| 香蕉久久夜色精品国产小说| 久久久久久亚洲Av无码精品专口| 久久久久国产一级毛片高清板| 亚洲精品乱码久久久久久按摩| 性做久久久久久久久老女人| 精品一区二区久久久久久久网站| 中文字幕乱码久久午夜| 一本一道久久a久久精品综合 | 久久99精品国产自在现线小黄鸭| 狠狠色丁香久久婷婷综合_中| 久久精品国产免费一区| 成人资源影音先锋久久资源网| 久久99毛片免费观看不卡| 免费观看成人久久网免费观看| 久久久久久毛片免费播放| 亚洲中文字幕无码久久2020| 久久超碰97人人做人人爱| 中文字幕一区二区三区久久网站| 狠狠色综合网站久久久久久久 | 久久夜色精品国产亚洲| 久久精品午夜一区二区福利| 久久精品国产99国产精偷| 久久精品免费一区二区| 狠色狠色狠狠色综合久久| 一本一本久久A久久综合精品|