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
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Article, where the information may have evolved or changed.
I didn't even guess I had 2.
Last talk about how to make Pikachu appear in "Reality".This time, we're going to take the elf ball and catch the PI-mound! (PA pa
1.
Version11
Main content: Viewport, map scrolling, debugging information output
Owning part: Client
Code address Https://github.com/changjixiong/MMO-RPGGame, how to get the code, refer to how to check out the different versions of code from GitHub
Play games, often encounter some of the game's feedback frequently interrupted the normal game, destroying the game's immersion feeling and fluency. Reasonable feedback design, can avoid the above problems, but the form of feedback is rich and
In the game, the key processing mechanism also needs careful implementation, here is a practical key processing mechanism.
In the actual game, generally for the key-sensitive, we generally do not directly in the keypressed or Keyreleased method to
The first step: Open the "Start" menu, Search AppLocale, you will find ... What the!
Step two: Get in.
Step three: Click Next
Fourth step: Open "Browse", for example, if you want to play fairytale daydream,
In the game it is not always possible to allow a scene to go through all the way, which brings up the requirements of the scene change, based on the implementation of this requirement, we will have the following effect of Java code implementation.
Previously, I used JavaScript to achieve the effect of making text output by word. Today I will use canvas in html5. The content in the canvas is not as good as . First, you need to understand some HTML5 APIs to operate the canvas. you can use Dom
The map remains unchanged because of the 45-degree coordinate conversion problem mentioned above. However, the relationship between the map coordinate and the game coordinate is changed. The corresponding relationship is as follows:
The dotted
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