摘要: Employing characters into your game is one of the most difficult jobs you’ll face.
Even at a basic level, the code needed to control gaming characters can be convoluting.
What’s a lowly programmer to do? Just take it slow, work from the begin-ning, and all will be well.
In this section, I introduce you to some basic concepts common to most roleplaying
games. These concepts include defining a character’s basic abilities (which
include strength, intelligence, agility, and 閱讀全文
摘要: 據說漢語編程打破了西方對計算機語言的壟斷,使中國人擁有了完全自主知識產權的程序設計語言。據說隨著漢語編程的興起,將極大地推動中國信息化建設的進程。據說漢語編程已經得到了部分省市有關部門的大力支持,很快就會形成一門發展潛力巨大的產業。然而當不少人在了解到漢語編程后,卻懷疑它不過是某些別有用心之人泡制的謊言。那么漢語編程究竟是一項劃時代的技術呢,還是一則經不起任何推敲的的傳聞? 閱讀全文
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
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
摘要: 嘗試記錄那些有著各種用途的物件,以及它們在角色扮演游戲中所起的作用,將是一個非常重要的設計因素。
在游戲的過程中,通常被限定選擇并不算多的物件,每個物件都有它們各自獨特的用途。創建游戲時,每個物件都必須考慮到,它們都應被設計為一個特定的用途。武器、盔甲、療傷藥,這些都需要明確定義,包括它們的形式和功能。
形式和功能,這兩個單詞說明了在物件定義中最重要的兩個方面。形式涉及了外觀和特征,即一個物體看上去像什么,感覺上是什么,它有多大,有多重等。功能則涉及到它們的用途,每個物件都有一個特定的用途,金錢可以購買東西,刀劍可以用來攻擊,療傷藥可以用來治愈創傷。 閱讀全文
在游戲的過程中,通常被限定選擇并不算多的物件,每個物件都有它們各自獨特的用途。創建游戲時,每個物件都必須考慮到,它們都應被設計為一個特定的用途。武器、盔甲、療傷藥,這些都需要明確定義,包括它們的形式和功能。
形式和功能,這兩個單詞說明了在物件定義中最重要的兩個方面。形式涉及了外觀和特征,即一個物體看上去像什么,感覺上是什么,它有多大,有多重等。功能則涉及到它們的用途,每個物件都有一個特定的用途,金錢可以購買東西,刀劍可以用來攻擊,療傷藥可以用來治愈創傷。 閱讀全文
摘要: 本篇是游戲中物件的定義與使用(8)的續篇。 閱讀全文
摘要: Although developing a character’s inventory system might make you cringe at first,
let me reassure you that it’s not much different from developing a map inventory
control system. You have the ability to add and remove items, but you don’t have the
problem of dealing with the item coordinates on the map. Instead, a player’s ICS
keeps track of order, which means that players can rearrange the items as they see fit. 閱讀全文
let me reassure you that it’s not much different from developing a map inventory
control system. You have the ability to add and remove items, but you don’t have the
problem of dealing with the item coordinates on the map. Instead, a player’s ICS
keeps track of order, which means that players can rearrange the items as they see fit. 閱讀全文
摘要: 本篇是游戲中物件的定義與使用(6)的續篇。 閱讀全文
摘要: As their names suggest, this trio of functions loads, saves, and frees a list of items
that belong to a map. The first of the three, Load, loads and creates a list of items.
For simplicity, store all items in a text file, using the following format: 閱讀全文
that belong to a map. The first of the three, Load, loads and creates a list of items.
For simplicity, store all items in a text file, using the following format: 閱讀全文
摘要: 物件被分散在四處,玩家們找到這些物件只不過是一個時間問題。對于這種情況,玩家需要運用一種方法去管理物件,包括使用物品清單控制系統(inventory control system,ICS)來進行分類整理。
請不要誤解,一個ICS并不只適用于玩家,它同樣適用于整個游戲世界。物件可以屬于一張地圖,一個角色,甚至是另一個物件(例如背包,有一些其他的物件在它里面),那就意味著物件需要指定它的所有者(ownership)。除此之外,一個所有者可以擁有一個物件的多個實例(multiple instance),例如貨幣。 閱讀全文
請不要誤解,一個ICS并不只適用于玩家,它同樣適用于整個游戲世界。物件可以屬于一張地圖,一個角色,甚至是另一個物件(例如背包,有一些其他的物件在它里面),那就意味著物件需要指定它的所有者(ownership)。除此之外,一個所有者可以擁有一個物件的多個實例(multiple instance),例如貨幣。 閱讀全文
摘要: 1.主板上有兩個IDE接口,最多可以安裝四個IDE設備。在安裝雙硬盤之前,必須先確定機箱中是否還有安裝第二個硬盤的位置及電源功率是否夠用。
2.如果將兩個硬盤分別安裝在兩條數據線上,最好都設置成主盤方式。如果受到條件限制而將兩個硬盤安裝在同一條數據線上時,應將兩個硬盤分別設置成主盤和從盤。在進行主、從盤設置時,可以參照以下兩種方法進行: 閱讀全文
2.如果將兩個硬盤分別安裝在兩條數據線上,最好都設置成主盤方式。如果受到條件限制而將兩個硬盤安裝在同一條數據線上時,應將兩個硬盤分別設置成主盤和從盤。在進行主、從盤設置時,可以參照以下兩種方法進行: 閱讀全文