to do when the animation finishes, and even what frame we're going to do when the animation is played.First, add a statement that initializes the binding callback function in Role::initM_arm->getanimation ()->setmovementeventcallfunc (Cc_callback_3 (role::onbondanimationfinish,this));Let's see what onbondanimationfinish is like.void Role::onbondanimationfinish (armature* arm,movementeventtype type,const std::string name) {if (type = = Complete) {if (name = = "Attack") {Cclog ("attack complete")
Current ideasBecause the sub FileCodeSimilarly, it is very simple. To reduce errors and improve efficiency,Therefore, the idea of generating RPG code based on screen files is generated.General Process1. Use SDA to design the screenSubfile name sfxxxxSubfile name s # Slx2.ProgramProvides the PF definitions and required operations required for table F.Generate the corresponding variables of keylist and keylist based on the input tableDetermine whether t
PDF download: http://www.tracefact.net/document/decorator.pdf
Fantasy RPG (item forging and Decorator mode) Introduction
Item forging is a common feature in various fantasy games. Take the well-known Diablo for example. Assuming that the role has a single-handed sword, the basic attack power may be only 13, but it has three equipment holes. When the sword is embedded with a sapphire, it has an additional frozen effect and adds 2 more attacking powers.
;
waittime = 0;
} Random rand = new Random (); Boolean hitflag = false; Identification of the active skill launch Boolean defenseflag = false; Defensive Skill launch identification public void hit (person p) {if (Rand.nextint)
Class BM extends Person {The public bm () {val = 650;
Coldtime = 1.5;
Fight = 40;
Chancehit = 3;
Chancedefense = 3;
waittime = 0; int count = 0; Number of defensive skills launched int temp = 40;
Attack, value with fight Boolean Hitflag
One, say the world big event
Shortly before seeing Lufy 's blog, a friend wanted an RPG game engine and was ready to do it out of interest. Since I have studied lufylegend for some time and have a certain dependence on it, I am prepared to base this engine on lufylegend. Temporarily named LUFYLEGENDRPG. After all, based on Lufylegend, if the name does not add lufylegend these words, a bit to say ah ... Recently released the 0.1.0 edition, but not ide
The performance of the game is shown below:
Hello everyone, this is my first time to write this game, what's wrong? I hope you can point out that my pictures of this game all come from the network above a hero save the United States RPG game, but I downloaded after the discovery can not run, I took a few days to write a relatively simple. Here, I thank the hero Save the beauty of the author's picture.
In my simple game here, I used DirectX to writ
RPG game Dialogue system
I want to talk to you about one of the most important parts of the role-playing game-the conversation system. If you have enough players to play the role-playing game, you should know that there are two completely different chat systems in the role-playing game and the keywords, and today we will look at these two different systems. How to distinguish between the phrase and the keyword system. We can simply learn h
It took more than a week to test the TCP-based high-concurrency connection network architecture.
Objective: To use multiple threads to distribute network connections, data packet compression/decompression, encryption/decryption, and other
It seems that there are no online game servers on the Earth that do not support the internet.
The following articlesArticleWe will try to use the boost library to implement network-related functions of the server.Alternative libraries include ace
Smart heads are precious and limited resources. When the world is still filled with a lot of interesting new problems to be solved, they should not be wasted on re-inventing things like wheel.-- Eric S. Raymond
Most Programmers think they are
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.
The ancients cloud: to do a good job, you must first sharpen the tool. Although IDE is a very high-level tool, a good ide is still very efficient.
In fact, I still want to use the officially recommended mono. After all, cross-platform is still a
SilverlightInHLSLIt is not only applicable to scenes and animation rendering, but also for players in the game, we can use it to make animated close-up. For example, switching animations such as fade-in and fade-out, distortion, and phantom
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