. Prefab in the resources folder to facilitate dynamic creation using the resources. Load () method. The Code logic is first illustrated in the previous figure to illustrate the simple program structure.
Applicationmgr class: manages global objects and application settings;
Inputmanager: handles all operations here, including mobile camera and click placement role (call the spawncharacter function of charactermgr );
Charactermgr: responsible for loading resources when the program starts,
Cocos2dx3.2 develop RPG Flighting (10) To add blood records to the role
I. Preface
The Role class actually has many attributes.
Protected:/* combat-related data */int m_id; // idRole * m_attackTarget; Role ** m_attackTargetPtr; // attack target Point m_desPoint; // ROLE_STAT en_stat; // Current Status FlightLayer * m_layer; // parent control int m_speed; // movement speed int m_initSpeed; int m_attackDistance; // attack distance int m_initAttackDista
I found an xna4.0 series of tutorials on foreign websites. It was about the development of RPG games. I couldn't help but build a good game engine. I also designed a complete editor. It felt quite good, I would like to share with you here.
This tutorial is written by Jamie McMahon. The links to the series of tutorials are http://xnagpa.net/xna4rpg.php.
After my own arrangement, I will merge the Left and Right PDF tutorials into a PDF, and combine
= Director->getopenglview (); if (!glview) { Glview = glview::create ("Flighting1.2"); Director->setopenglview (Glview); } Glview->setframesize (1280,720); Glview->setframezoomfactor (0.6f); Glview->setdesignresolutionsize ( 1280,720,kresolutionexactfit); Turn on display FPS director->setdisplaystats (true); Set FPS. The default value is 1.0/60 if you don ' t call this director->setanimationinterval (1.0/45); Create a scene. It's an Autorelease object auto
hero class and M_monsterdeqIn fact, the hero class is a derived class of role, and Monster is also a derived class of role. When it comes to real battles (rather than walking alone), we'll talk about the difference.If your last section has been able to successfully implement the control movement of a character, you may find that there is a serious problem that the z-axis order of role does not change, resulting in the more addchild role. This is clearly not in line with our requirements. Our re
Prior to the establishment of equipment information and assembly functions, now began to build a skills system.Similar to the item information, we first need to design a good skill system text, design a good classification of skills.In the design process, you need to do the skill function and release target classification, the skill text is as follows:4001, fatal Strike, skill-02, damage 250%,singltarget,attack,250,0,6,1,swordman,1,enemy,1.54002, Block Mastery, skill-07, defense 130%,buff,def,13
Okay, next time project, we are going to implement the method of dragging the icon to the shortcut bar in this issue.Requirement: When the skill icon is dragged to the shortcut bar, when the mouse is released, the corresponding grid of the Hotbar will display the skill icon.Idea: Very simple, we set an arbitrary icon under each shortcut bar, resize it to the appropriate size, and make it appear by default, when the skill icon is dragged to the shortcut bar, the icon is displayed and set to the i
The last-time feature implements the click Logic of the NPC model, and now begins to create a list of medicines for the information window.Functional Requirements:① displays a list of information about the drug, including: icon of the item, item name, item effect, item price;② Displays the purchase button of the medicine, realizes the click function;③ Click the Buy button, display the input box, enter a number in the box after the OK Confirmation button.The build process is as follows:① Create a
follower's trajectory is not exactly the same as the follower! Sometimes we need exactly the same moving path, such as "Snake"(1) Implement a function that records the role position per frame RecordcaptainpathListvoid Hero::recordcaptainpath (float dt){while (Captainpathqueue.size () >= 100){Captainpathqueue.erase (Captainpathqueue.begin ());}Point curpos = Getcenterpoint ();Captainpathqueue.push_back (CurPos);}(2) Provide a function for the follower to obtain a path pointconst int queue_max_fr
In the previous period, the early realization of the creation of skills information and read into memory, and now start to build the skills of the display box.This issue first realizes the display and hiding of the skill interface.Demand:① click on the function bar skills, call out the skill bar;② Click the skill icon again to hide the skill bar.Ideas:With the pre-function to achieve a thought, the establishment of a singleton mode, and then add the display marker bit, and then control tweenposi
The previous project realized the task UI construction and interaction, and this day summarizes the processing of Pointers.Requirements: pointers are different on different objects. The specific categories are: general, NPC, attack, lock, pick up five kinds.First two, the Idea: set the replacement indicator method, in the NPC class call method, the script is as Follows:① Create a Gamesetting class and build a singleton mode applicationClass gamesetting{public static gamesetting _instance;Public
Dresstype.armor:Parent = armor;BreakCase Dresstype.lefthand:Parent = lefthand;BreakCase Dresstype.righthand:Parent = righthand;BreakCase Dresstype.shoe:Parent = shoe;BreakCase Dresstype.accessory:Parent = accessory;Break}Create an example of a rig diagram under a parent class, using the SetInfo method under Equipmentitem (next build) to change the icon of the rigDetect if the place is equipped with itemsEquipmentitem item = Parent. GetcompnentinchildIf (item = Null){Gameobject Goitem = Uitool.a
Gui.skin = Pointskinshadow; Gui. Label (Rect (screenpos2.x+8, targY-2, +), "+" + point.tostring ()); Gui.skin = Pointskin; Gui. Label (Rect (screenpos2.x+10, Targy, +), "+" + point.tostring ());} function Update () {//Fractions Move up targy-= time.deltatime*200;}Then we introduce the way the curve is moving.Create a new script as follows:-------------------------------------------------------------------------------------//Note: The program is for NguiSet the curve as follows:The effect is not
("Mouse Scrollwheel") to record this value.The above script is updated to:NameSpace Followplayerpublic float scrollspeed = 5;void Srollview (){float distance = offsetposition.magnitude; But the vector variance of the offsetposition.Distance + = Input.getaxis ("Mouse scrollwheel"); Change the vector variance value according to the middle mouse buttonOffsetposition = offsetposition.normalized * distance; Change the vector to a standard vector and multiply the variance to the target distance}Calle
Pre-project through the ray detection has achieved click on the ground to generate click Effects, as well as the role of the direction of the Click Function, this issue is summarized as the role of movement.The movement of a character is implemented in two steps: The movement of the ① character, and the motion animation of the ② character.One, the movement of the characterThe pre-project has been oriented toward the click, and now you just need to move the character forward. The script is as fol
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