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            天行健 君子當(dāng)自強(qiáng)而不息

                 摘要: 不完整。  閱讀全文
            posted @ 2007-12-05 20:11 lovedday 閱讀(765) | 評論 (0)編輯 收藏
                 摘要: A gaming world is nothing without players and monsters running around.
            Nevertheless, creating them can be a little daunting at first. But don’t worry.
            In this chapter, you can find the basic information you need to create characters
            and give them a life of their own in your game—all in an easy-to-follow format.

            In this chapter, you learn how to do the following:  閱讀全文
            posted @ 2007-12-04 21:13 lovedday 閱讀(512) | 評論 (0)編輯 收藏
                 摘要: All your hard work is about to pay off with a demonstration of the character and
            spell controllers seen in this chapter.

            Upon executing the program, you see the scene shown in following snap.  閱讀全文
            posted @ 2007-12-04 21:05 lovedday 閱讀(493) | 評論 (0)編輯 收藏
                 摘要: Things are winding down with the controller at this point. You use the following
            functions to equip, use, and drop an item:  閱讀全文
            posted @ 2007-12-04 20:13 lovedday 閱讀(220) | 評論 (0)編輯 收藏
                 摘要: Once characters take enough damage, they die, and when that happens, the following
            function is called:  閱讀全文
            posted @ 2007-12-04 19:45 lovedday 閱讀(274) | 評論 (0)編輯 收藏
                 摘要: Coming up is a huge collection of functions you use to retrieve and set the specific
            information about a character (related to the artificial intelligence functionality or
            actions):  閱讀全文
            posted @ 2007-12-04 19:19 lovedday 閱讀(273) | 評論 (0)編輯 收藏
                 摘要: Whenever a character needs updating, rendering, or what have you, a pointer to
            the linked list of characters is needed in order to iterate the list. Either that or
            maybe your application needs access to the character data. Either way, the following
            functions will help you out:  閱讀全文
            posted @ 2007-12-04 19:05 lovedday 閱讀(246) | 評論 (0)編輯 收藏
                 摘要: Notice that I keep talking about removing characters from the list. What about all
            the hard work you’ve put into your PCs—how are you ever going to store their
            achievements for later loading? With the following set of saving and loading functions,
            of course!  閱讀全文
            posted @ 2007-12-04 18:55 lovedday 閱讀(297) | 評論 (0)編輯 收藏
                 摘要: You're coming to the end of the long haul. You’ve finished the private data and
            functions, and the public functions are left:  閱讀全文
            posted @ 2007-12-04 17:27 lovedday 閱讀(222) | 評論 (0)編輯 收藏
                 摘要: Once it is determined what action each character wants to perform, that action
            must be validated. Characters moving around can’t walk through other players
            (except for PCs, who can walk through other PCs). Also, depending on your levels,
            you use a function to determine character-to-map collisions. These two validation
            functions are as follows:  閱讀全文
            posted @ 2007-12-04 16:47 lovedday 閱讀(220) | 評論 (0)編輯 收藏
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