青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

Putting Together a Full Game(14)

 

Controlling Characters

The characters are the heart and soul of your game.

You derive the character controller in order to
control the player of the game and to collision-check a character's movements
against the maps. For The Tower, you can use a derived character controller,
to manage all your game's characters. The first step to
using the character controller in a game is to derive your own class from cCharController:

class cGameChars : public cCharController
{
private:
    cApp*   m_app;

    
////////////////////////////////////////////////////////////////////////////////

public:
    
void attach_app(cApp* app)
    {
        m_app = app;
    }

private:
    
virtual void drop_money(float x_pos, float y_pos, float z_pos, long quantity);
    
virtual bool gain_exp(sCharacter* character, long amount);
    
virtual bool pc_teleport(sCharacter* character, const sSpell* spell);

    
virtual void pc_update(sCharacter* character, long elapsed,
                           
float* x_move, float* y_move, float* z_move);

    
virtual bool validate_move(sCharacter* character, float* x_move, float* y_move, float* z_move);
    
virtual void play_action_sound(const sCharacter* character);
};

The cGameChars class comes with only one public function, attach_app. You use the cGameChars
function to set the application class pointer in the cGameChars class instance. In addition,
the cGameChars class overrides only the functions used to move the player and to validate
all character movements. The remaining functions come into play when the player
gains experience points from combat or teleports the character with a spell, when
the character controller plays a sound, when a monster drops some money, or
when a monster drops an item after being killed.

Because the derived character controller class requires access to the application
class, you must precede all calls to the cGameChars class with a call to the attach_app function.
The attach_app function takes one argument—the pointer to the application class.

The other functions, such as gain_exp, drop_money, tell the game engine
that a monster was killed and that the game needs to reward the player with experience,
money from a dying monster. These rewards are pushed
aside until combat ends, at which point, the application class's end_of_combat function
processes them.

void cGameChars::drop_money(float x_pos, float y_pos, float z_pos, long quantity)
{
    m_app->m_combat_money += quantity;
}

bool cGameChars::gain_exp(sCharacter* character, long amount)
{
    m_app->m_combat_exp += amount;

    
return false;   // do not display message
}

bool cGameChars::pc_teleport(sCharacter* character, const sSpell* spell)
{
    
// teleport player to town
    m_app->teleport_player(1, 100.0f, 0.0f, -170.0f);

    
return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////

bool cGameChars::validate_move(sCharacter* character, float* x_move, float* y_move, float* z_move)
{
    
float pos_x = character->pos_x;
    
float pos_y = character->pos_y;
    
float pos_z = character->pos_z;

    
// check against terrain mesh for collision
    if(m_app->check_intersect(pos_x, pos_y + 8.0f, pos_z,
                              pos_x + *x_move, pos_y + 8.0f + *y_move, pos_z + *z_move,
                              NULL))
        
return false;

    
// get new height
    float height = m_app->get_height_below(pos_x + *x_move, pos_y + 32.0f, pos_z + *z_move);
    *y_move = height - pos_y;

    
// check against barriers and clear movement if any
    if(m_app->m_barrier.get_barrier(pos_x + *x_move, pos_y + *y_move, pos_z + *z_move))
        (*x_move) = (*y_move) = (*z_move) = 0.0f;

    
return true;
}

///////////////////////////////////////////////////////////////////////////////////////////////////

void cGameChars::play_action_sound(const sCharacter* character)
{
    
long sound = 0;

    
// play sound based on character type and action
    switch(character->action)
    {
    
case CHAR_ATTACK:
        m_app->play_sound(character->id == ID_PLAYER ? SOUND_CHAR_ATTACK : SOUND_MONSTER_ATTACK);
        
break;

    
case CHAR_SPELL:
        
if(character->spell_index == SPELL_FIREBALL)
            sound = SOUND_FIREBALL;
        
else if(character->spell_index == SPELL_ICE)
            sound = SOUND_ICE;
        
else if(character->spell_index == SPELL_HEAL)
            sound = SOUND_HEAL;
        
else if(character->spell_index == SPELL_TELEPORT)
            sound = SOUND_TELEPORT;
        
else if(character->spell_index == SPELL_GROUNDBALL)
            sound = SOUND_GROUNDBALL;
        
else if(character->spell_index == SPELL_CONCUSSION)
            sound = SOUND_CONCUSSION;
        
else if(character->spell_index == SPELL_EVIL_FORCE)
            sound = SOUND_EVIL_FORCE;

        m_app->play_sound(sound);
        
break;

    
case CHAR_HURT:
        m_app->play_sound(character->id == ID_PLAYER ? SOUND_CHAR_HURT : SOUND_MONSTER_HURT);
        
break;

    
case CHAR_DIE:
        m_app->play_sound(character->id == ID_PLAYER ? SOUND_CHAR_DIE : SOUND_MONSTER_DIE);
        
break;
    }
}

The pc_update is the main function of interest here. It determines which keys the
player is pressing and what mouse button is being pressed. Now, take this function
apart to see what makes it tick:


void cGameChars::pc_update(sCharacter* character, long elapsed,
                           
float* x_move, float* y_move, float* z_move)
{
    
if(elapsed == 0)    // do not update if no elapsed time
        return;

    
// rotate character

    
if(m_app->m_keyboard.get_key_state(KEY_LEFT) || m_app->m_keyboard.get_key_state(KEY_A))
    {
        character->direction -= elapsed / 1000.0f * 4.0f;
        character->action = CHAR_MOVE;
    }

    
if(m_app->m_keyboard.get_key_state(KEY_RIGHT) || m_app->m_keyboard.get_key_state(KEY_D))
    {
        character->direction += elapsed / 1000.0f * 4.0f;
        character->action = CHAR_MOVE;
    }

    
// calculate move length along x,z axis

    
if(m_app->m_keyboard.get_key_state(KEY_UP) || m_app->m_keyboard.get_key_state(KEY_W))
    {
        
float speed = elapsed / 1000.0f * m_app->m_game_chars.get_speed(character);

        *x_move = sin(character->direction) * speed;
        *z_move = cos(character->direction) * speed;

        character->action = CHAR_MOVE;
    }

    
// process attack or talk action
    if(m_app->m_mouse.get_button_state(MOUSE_LBUTTON))
    {
        
// see which character is being pointed at and make sure if it is a monster.

        sCharacter* target = m_app->get_char_at(m_app->m_mouse.get_x_pos(), m_app->m_mouse.get_y_pos());

        
if(target != NULL)
        {
            
if(target->type == CHAR_NPC)    // handle talking to npcs
            {
                
// no distance checks, just process their script.

                
char filename[MAX_PATH];
                sprintf(filename, "..\\Data\\Char%lu.mls", target->id);

                m_app->m_game_script.execute(filename);
                
return// do not process anymore
            }
            
else if(target->type == CHAR_MONSTER)   // handle attacking monsters
            {
                
// get distance to target
                float x_diff = fabs(target->pos_x - character->pos_x);
                
float y_diff = fabs(target->pos_y - character->pos_y);
                
float z_diff = fabs(target->pos_z - character->pos_z);

                
float dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                
// offset dist by target's radius
                float monster_radius = get_xz_radius(target);
                dist -= (monster_radius * monster_radius);

                
float attack_range = get_xz_radius(character) + character->char_def.attack_range;

                
// only perform attack if target in range
                if(dist <= (attack_range * attack_range))
                {
                    target->attacker  = character;
                    character->victim = target;

                    
// face victim
                    x_diff = target->pos_x - character->pos_x;
                    z_diff = target->pos_z - character->pos_z;
                    character->direction = atan2(x_diff, z_diff);

                    m_app->m_game_chars.set_char_action(character, CHAR_ATTACK, 0);
                }
            }
        }
    }

    
long spell_index = -1;

    
// cast magic spll based on NUM key pressed

    
if(m_app->m_keyboard.get_key_state(KEY_1))
    {
        m_app->m_keyboard.m_locks[KEY_1] = 
true;
        spell_index = SPELL_FIREBALL;
    }
    
else if(m_app->m_keyboard.get_key_state(KEY_2))
    {
        m_app->m_keyboard.m_locks[KEY_2] = 
true;
        spell_index = SPELL_ICE;
    }
    
else if(m_app->m_keyboard.get_key_state(KEY_3))
    {
        m_app->m_keyboard.m_locks[KEY_3] = 
true;
        spell_index = SPELL_HEAL;
    }
    
else if(m_app->m_keyboard.get_key_state(KEY_4))
    {
        m_app->m_keyboard.m_locks[KEY_4] = 
true;
        spell_index = SPELL_TELEPORT;
    }
    
else if(m_app->m_keyboard.get_key_state(KEY_5))
    {
        m_app->m_keyboard.m_locks[KEY_5] = 
true;
        spell_index = SPELL_GROUNDBALL;
    }

    
// cast spell if commanded
    if(spell_index != -1)
    {
        sSpell* spell = m_app->m_game_spells.get_spell(spell_index);

        
// only cast if spell known and has enough mana points
        if(char_can_spell(character, spell, spell_index))
        {
            
// see which character is being pointed
            sCharacter* target = m_app->get_char_at(m_app->m_mouse.get_x_pos(), m_app->m_mouse.get_y_pos());

            
if(target && target->type == CHAR_MONSTER)
            {
                
// get distance to target

                
float x_diff = fabs(target->pos_x - character->pos_x);
                
float y_diff = fabs(target->pos_y - character->pos_y);
                
float z_diff = fabs(target->pos_z - character->pos_z);

                
float dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                
// offset dist by target's radius
                float target_radius = get_xz_radius(target);
                dist -= (target_radius * target_radius);

                
float spell_range = get_xz_radius(character) + spell->max_dist;
        
                
// only perform spell if target in range
                if(dist <= (spell_range * spell_range))
                {
                    character->spell_index = spell_index;
                    character->target_type = CHAR_MONSTER;
                    character->target_x    = target->pos_x;
                    character->target_y    = target->pos_y;
                    character->target_z    = target->pos_z;

                    *x_move = *y_move = *z_move = 0.0f;     
// clear movement

                    // face victim
                    x_diff = target->pos_x - character->pos_x;
                    z_diff = target->pos_z - character->pos_z;

                    character->direction = atan2(x_diff, z_diff);

                    set_char_action(character, CHAR_SPELL, 0);
                }
            }
            
else if(target == character)
            {
                
if((spell_index == SPELL_HEAL && character->health_points < character->char_def.health_points) ||
                   (spell_index == SPELL_TELEPORT))
                {
                    character->spell_index = spell_index;
                    character->target_type = CHAR_PC;
                    character->target_x    = target->pos_x;
                    character->target_y    = target->pos_y;
                    character->target_z    = target->pos_z;

                    *x_move = *y_move = *z_move = 0.0f;     
// clear movement

                    set_char_action(character, CHAR_SPELL, 0);
                }
            }
        }
    }

    
// enter status frame if right mouse buttom pressed
    if(m_app->m_mouse.get_button_state(MOUSE_RBUTTON))
    {
        m_app->m_mouse.m_locks[MOUSE_RBUTTON] = 
true;
        m_app->m_state_manager.push(status_frame, m_app);
    }
}

pc_update starts by first determining whether an update is in order (based on
whether any time has elapsed) and continues by determining which keys (if any)
are pressed on the keyboard. If the up arrow key is pressed, the character moves
forward, whereas if the left or right arrow keys are pressed, the character’s direction
is modified.

For each movement that the player performs, such as walking forward or turning
left and right, you need to assign the CHAR_MOVE action to the player's character.
Notice that even though pressing left or right immediately rotates the player’s character,
the code does not immediately modify the character’s coordinates. Instead,
you store the direction of travel in the x_move and z_move variables.

You then determine whether the player has clicked the left mouse button. Remember
from the design of the sample game that clicking the left mouse button on a nearby
character either attacks the character (if the character is a monster) or speaks to the
character (if the character is an NPC).

The portion of code just shown calls upon the get_char_at function, which scans
for the character that is positioned under the mouse cursor. If a character is found,
you determine which type of character it is; if it is an NPC, you execute the appropriate
character's script.

On the other hand, if the character clicked is a monster and that monster is within
attack range, you initiate an attack action.

Coming up to the end of the pc_update function, the controller needs to determine
whether a spell has been cast at a nearby character. In the game, positioning the
mouse cursor over a character and pressing one of the number keys (from 1 through
5) casts a spell.

If a spell was cast, the controller determines whether the player knows the spell and
has enough mana to cast the spell and whether the target character is in range.

At this point, the controller has determined that the spell can be cast. You need
to store the coordinates of the target, the number of the spell being cast, and the
player's action in the structure pointed to by the Character pointer.

To finish up the player character update, the controller determines whether the
player clicked the right mouse button, which opens the character’s status window
(by pushing the character-status state onto the state stack).

posted on 2007-12-30 00:24 lovedday 閱讀(336) 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)站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


公告

導航

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

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <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>
            亚洲一区二区三区乱码aⅴ| 久久狠狠亚洲综合| 亚洲大胆美女视频| 久久婷婷亚洲| 亚洲欧洲一区二区三区在线观看| 欧美精品色综合| 亚洲精品乱码久久久久久日本蜜臀 | 亚洲欧美日韩直播| 国产欧美日韩综合一区在线观看| 国产综合自拍| 免费亚洲电影在线| 欧美黄色影院| 欧美伊久线香蕉线新在线| 亚洲欧美另类中文字幕| 黄色在线一区| 亚洲狼人综合| 国产综合香蕉五月婷在线| 久久影视精品| 欧美黄在线观看| 久久狠狠一本精品综合网| 女女同性精品视频| 亚洲网站在线看| 欧美一级久久久久久久大片| 91久久夜色精品国产网站| 一区二区三区|亚洲午夜| 国内精品国产成人| 99综合精品| 亚洲承认在线| 亚洲欧美国产一区二区三区| 亚洲黄色成人网| 亚洲一区二区视频在线| 亚洲日本欧美天堂| 欧美在线影院| 午夜精品美女自拍福到在线| 农村妇女精品| 久热re这里精品视频在线6| 欧美精品一二三| 免费看的黄色欧美网站| 国产精品久久久久久久午夜片| 一本一本大道香蕉久在线精品| 母乳一区在线观看| 国产精品日韩精品欧美精品| 欧美国产极速在线| 国产日韩免费| 亚洲天堂网在线观看| 亚洲免费播放| 欧美xx69| 久久一区欧美| 国产亚洲欧美中文| 亚洲一级黄色| 亚洲视频在线观看| 欧美精品一区三区在线观看| 麻豆成人综合网| 国产婷婷97碰碰久久人人蜜臀| 欧美一级二区| 国产精品亚洲一区| 亚洲一区日韩在线| 亚洲一区二区欧美| 欧美日本不卡高清| 亚洲精品视频在线观看免费| 亚洲黄色小视频| 久久久国产91| 欧美sm视频| 亚洲国产精品久久人人爱蜜臀| 亚洲国产精品久久久久秋霞蜜臀 | 麻豆91精品| 国产视频自拍一区| 亚洲免费一级电影| 久久国产一区| 激情丁香综合| 久久久亚洲人| 亚洲国产精品福利| 日韩视频免费观看| 欧美三级在线视频| 亚洲私人影吧| 久久婷婷av| 亚洲黄色av一区| 欧美日韩国产精品自在自线| 亚洲最新色图| 久久国产精品久久精品国产| 一区二区在线免费观看| 免费在线看成人av| 亚洲日本成人女熟在线观看| 亚洲视频精选| 国产亚洲一区二区三区在线观看| 亚洲精品小视频在线观看| 999在线观看精品免费不卡网站| 制服丝袜亚洲播放| 欧美一级大片在线观看| 国产亚洲一区二区三区在线观看 | 亚洲欧美日韩第一区| 欧美在线三级| 亚洲欧洲视频在线| 欧美午夜片在线免费观看| 午夜精品视频一区| 欧美国产日本在线| 亚洲欧美日韩国产成人| 国产日韩欧美综合| 欧美激情第二页| 亚洲欧美另类综合偷拍| 欧美1区2区视频| 亚洲一区二区三区午夜| 激情视频一区| 国产精品盗摄久久久| 久久综合国产精品| 亚洲小视频在线观看| 欧美激情精品| 久久gogo国模啪啪人体图| 亚洲精品自在久久| 国产一区二区三区无遮挡| 欧美日本精品在线| 久久午夜视频| 亚洲免费在线观看视频| 亚洲欧洲久久| 美女主播视频一区| 性色一区二区| 亚洲一级片在线观看| 亚洲国产经典视频| 国产一区二区主播在线| 国产精品乱人伦一区二区 | 久久精品国产清自在天天线| 日韩午夜激情电影| 影音先锋日韩资源| 国产日韩一区二区三区在线| 欧美国产丝袜视频| 久久综合九色综合欧美狠狠| 欧美一级午夜免费电影| 亚洲手机在线| 亚洲视频一区二区| 亚洲免费观看| 亚洲裸体视频| 亚洲国产日韩欧美在线动漫| 蜜臀av在线播放一区二区三区| 亚洲第一在线视频| 国产午夜久久| 国产一区二区久久| 国产精品视频一二三| 欧美日本一区二区三区| 欧美大片一区二区| 欧美高清视频一二三区| 牛人盗摄一区二区三区视频| 久久一本综合频道| 老色鬼精品视频在线观看播放| 亚洲国产日韩在线一区模特| 欧美成人免费在线| 免费成年人欧美视频| 欧美大片免费久久精品三p| 蜜臀av国产精品久久久久| 欧美大片18| 亚洲欧洲日产国产综合网| 亚洲国产成人久久| 91久久久久久国产精品| 亚洲三级视频在线观看| 99亚洲一区二区| 亚洲一区二区少妇| 欧美在线精品一区| 免费欧美网站| 欧美日韩调教| 国产日产精品一区二区三区四区的观看方式 | 亚洲视频一二| 宅男精品视频| 午夜天堂精品久久久久| 欧美一区二区三区播放老司机| 一区在线视频| 亚洲日本欧美| 亚洲免费视频网站| 久久久久久久网站| 欧美国产日产韩国视频| 日韩亚洲一区二区| 在线视频欧美一区| 欧美一区二区三区在线观看视频 | 免费成人av在线看| 亚洲激情社区| 亚洲欧美日韩在线播放| 另类春色校园亚洲| 欧美日韩精品一区二区在线播放| 欧美一区二区三区免费视频| 久久精品噜噜噜成人av农村| 欧美电影电视剧在线观看| 国产精品久久久久高潮| 在线播放豆国产99亚洲| 一道本一区二区| 久久亚洲精品伦理| 亚洲美女色禁图| 久久久久在线| 国产精品久久久一本精品| 亚洲国产欧美在线| 欧美亚洲三区| 亚洲美洲欧洲综合国产一区| 久久av免费一区| 国产精品福利在线| 亚洲人人精品| 一本不卡影院| 欧美福利电影网| 久久国内精品自在自线400部| 国产午夜精品在线观看| 欧美日韩dvd在线观看| 国产亚洲综合在线| 99riav国产精品| 久久夜色精品|