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            天行健 君子當自強而不息

                 摘要: The get_enable_state function checks the current status of a trigger; by passing the
            trigger identification number, you get in return the state of the trigger. If a trigger
            is disabled, a call to get_enable_state returns a value of false. If enabled, the return
            value is true. To enable or disable a trigger, call on the enable function, using the
            trigger's identification number as the only argument.  閱讀全文
            posted @ 2007-12-10 11:34 lovedday 閱讀(161) | 評論 (0)編輯 收藏
                 摘要: get_trigger is the function in the trigger class that you call every time the player’s character
            moves. get_trigger will take the coordinates of the character you are checking and
            return the identification number of the first trigger found at that location (if any). If
            no triggers are found at the specified location, get_trigger returns a value of zero.  閱讀全文
            posted @ 2007-12-10 11:15 lovedday 閱讀(268) | 評論 (0)編輯 收藏
                 摘要: add_trigger is the heart of all the other functions that add a trigger. This function
            allocates a sTrigger structure, sets its type, identification number, and enable flag,
            and then links the structure into the linked list of triggers. Once you allocate your
            program using the add_trigger function, the program can fill in the returned sTrigger
            structure with the coordinates, radius, height, or whatever other information the
            trigger needs to have defined.  閱讀全文
            posted @ 2007-12-10 10:58 lovedday 閱讀(176) | 評論 (0)編輯 收藏
                 摘要: 修改的關鍵代碼以紅色標示:  閱讀全文
            posted @ 2007-12-10 10:16 lovedday 閱讀(764) | 評論 (0)編輯 收藏
                 摘要: 增加的關鍵代碼以紅色標示:  閱讀全文
            posted @ 2007-12-10 09:45 lovedday 閱讀(603) | 評論 (1)編輯 收藏
                 摘要: Just as does every C++ class, cTrigger has a constructor and a destructor that set up
            and free the data contained within the class. The only data tracked by the trigger
            class that is not contained with the linked list is the number of triggers currently
            held in the linked list and a pointer to that linked list. The constructor and
            destructor ensure that the class is prepared for using those two variables to free
            the class's data when destroyed (by calling the free function).  閱讀全文
            posted @ 2007-12-09 16:11 lovedday 閱讀(194) | 評論 (0)編輯 收藏
                 摘要: Adhering to object-oriented programming techniques, create a class that will handle
            a list of triggers and determine which (if any) has been touched by a character. The
            class uses a structure to store the information of each trigger—the coordinates, type,
            and so on. Each trigger is also assigned an identification number that it uses to refer
            back to itself. The entire list is maintained as a linked list of structure.  閱讀全文
            posted @ 2007-12-09 15:39 lovedday 閱讀(222) | 評論 (0)編輯 收藏
                 摘要: You define sphere triggers (see Figure 17.1) by a set of coordinates and a radius.
            Sphere triggers have two unique benefits:

            ■ Spheres are perfect for defining large areas of a map as a trigger, only using
            the center coordinates and a radius to define the location of the sphere.

            ■ The sphere trigger is one of the fastest ways to check for character-to-trigger
            collisions in the map trigger engine.  閱讀全文
            posted @ 2007-12-09 15:14 lovedday 閱讀(223) | 評論 (0)編輯 收藏
                 摘要: Using character map lists is a quick way to place characters in a map. When you
            load a map into memory, load the matching character map list and insert the characters.
            Although this method of adding characters to a map seems desirable, you’ll
            need a bit more flexibility at times, and that’s when using scripts comes into play.  閱讀全文
            posted @ 2007-12-09 14:50 lovedday 閱讀(171) | 評論 (0)編輯 收藏
                 摘要: While going through the examples, I placed characters on the map in
            a direct, hard-coded manner. However, remember that hard-coding game data is a
            no-no. You need to have as much flexibility as possible when designing your maps,
            and this includes placement of characters in a level.  閱讀全文
            posted @ 2007-12-09 13:42 lovedday 閱讀(200) | 評論 (0)編輯 收藏
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