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Pygame series _ elephant game

screen = pygame.display.get_surface() 80 self.area = screen.get_rect() 81 self.rect.topleft = 10, 10 82 self.move = 9 83 self.dizzy = 0 84 85 def update(self): 86 "walk or spin, depending on the monkeys state" 87 if self.dizzy: 88 self._spin() 89 else: 90 self._walk() 91 92 def _walk(self): 93 "move the monkey across the screen, and turn at the ends" 94 newpos = self.rect.move((self

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (14)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (14) Wizard control turned out! ① In the previous section, we achieved a map traction movement, while still leaving behind a small tail: how can the protagonist and the obstacle move along with the map movement? A bit to the last section, as long as the map moving at the same time, always according to the protagonist and o

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (11)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (11) The realization of the map mask layer The previous chapters are mainly for the map presentation layer. Generally speaking, simple game light has it is enough, but in order to achieve more realistic lighting effects, simulation of t

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (10)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (10) Construction and algorithm of tilt α map In the current network game, the map is basically to take a certain angle of the assembly map, which there are two kinds of slope map construction Way: The first I call pseudo-tilt map: This type of map presentation layer picture is

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (34)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (34) Map Editor was born! So far, tutorial example in the game although the implementation of a *, but can not easily set obstacles for the map, and the game all maps are a large picture, the

HDU 4517 Xiao Xiao Ming series Story---game Trouble (simulated problem)

2 when the small matrix row equals the column.1#include 2#include 3#include 4#include 5 using namespacestd;6 #defineN 20057 intCnt[n][n];8 intMain ()9 {Ten inti,j,n,c,r,m; One CharCh[n]; A while(SCANF ("%d%d", n,m) n +m) - { -scanf"%d%d",c,R); the intAns =0; - for(i =1; I ) - { -scanf"%s",ch); + for(j =1; J ) - { + A intFlag = ch[j-1] =='*'?1:0; at //cout - if(flag) -CNT[I][J] = cnt[

[Unity Asset] Assetbundle Series--Game resource packaging

) Package The change list file as AssetbundleThat is to say versionnum.xml after packing for download:Using unityeditor;using unityengine;using system.io;using system.collections;using System.Collections.Generic; public class createassetbundleforxmlversion{public static void Execute (Unityeditor.buildtarget target) { string savepath = Assetbundlecontroller.getplatformpath (target); Object obj = Assetdatabase.loadassetatpath (Savepath + "Versionnum/versionnum.xml", typeof (Obj

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (44)

C # development Wpf/silverlight animation and game series Tutorials (Game Tutorial): (44) make the protagonist attribute panel and add a device A large number of menu panels are used in the game, and these panels tend to have tabs. If you use the TabControl in the Silverlight tool, you need to implement a custom style

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (vii)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (vii) The legendary A * search path algorithm There are two areas of knowledge about map engine processing: 1 The realization of the map (including map cutting, synthesis, presentation methods, etc.) 2 The realization of the Map object (including the map to achieve the path, mas

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (35)

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (35) The preliminary use of the map editor In the last section we made the map editor, and initially realized the obstacle information in the export map and realized A * simulation search. So when we get the XML file that contains the information about the obstacles, how do we apply it to the example

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (32)

C # development Wpf/silverlight animation and games series (Game Course): (32) Thunder, mix, ice, poison, fire, wind-magical charm of magic In this section, I'll show you how to add gorgeous additional properties to the magic in the game. The first step is to define the rules: 1 Define Magical Additional attribute categories: In this tutorial example

Unity3d game Development Combat Original video lecture Series 11 Sumo games developed and published to WIN\WP8

??Commentary folderPresentation of the first game and introduction of resourcesThe construction of the second speaking sceneThird, the player's movementTalk about the opponent's AI (let the opponent move up)The management of the game (Part V)The management of the game in the six (next)Seventh announcement on the WIN8 systemEighth announcement to the WIN8 system o

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (ix)

C # development Wpf/silverlight animation and games series (Game Course): (ix) 2D game role on the map movement This section will use the knowledge of the first two sections to the actual 2D game characters moving on the map, but also for the content of the front eight a comprehensive use of it. Then start at the bot

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (38)

C # development Wpf/silverlight animation and games series Tutorials (Game Tutorial): (38) transmission and switching between maps Finally to the last section of the map processing, this section I will explain how to achieve the main role of the map through the transfer point between the transfer and map between the switch. The key to map conversion is to grasp and add: To remove all objects except the pro

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (28)

C # development Wpf/silverlight animation and game series Tutorials (Game Course): (28) Classic attribute design and perfect physical attack system The battle is about to begin! To implement the attack system in MMORPG, it is necessary to add the relevant parameters and attributes to the elves, which determines the novelty and the

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (27)

C # development Wpf/silverlight animation and games series (Game Course): (27) The construction of dynamic obstacle system on the eve of battle In standard MMORPG, each Elf object occupies an area (a small area of the base of the foot), which is also part of the obstacle system, and is dynamic, changing as the sprite moves. The realization of the dynamic obstacle construction in the

C + + game series 5: more than one weapon

many others see: C + + game series FoldersKnowledge Point: An array of objects as a data memberImprovement: The weapons held by each character are not just one, so the weapons they hold are represented by an array of objects, and of course, they can be empty-handed.As a result, it is also recorded that a common possession of a few weapons, currently armed with which weapons."Project-Role has a variety of we

C # development Wpf/silverlight animation and games series Tutorials (Game Course): (18)

C # development Wpf/silverlight animation and games series (Game Course): (18) The slick of the Perfect Elf (WPF only) ② In the last section, you first have to explain why you need to combine these 272 pictures into a larger picture. Because if the game also has equipment, mounts and other settings, then we need to the image source of the synthesis at

List of the third game series in WPF

= aConnection; // calculates the number of rows aCommand. commandText = sqlc; OleDbDataReader countReader = aCommand. executeReader (); countReader. read (); int num = countReader. getInt32 (0); countReader. close (); // query data aCommand. commandText = SQL; OleDbDataReader queryReader = aCommand. executeReader (); // gets the number of queried columns int fieldNum = queryReader. fieldCount; // create the return array object [,] queryRes = new object [num, fieldNum]; int I = 0;// Write data t

Cocos2d-x 3.1.1 Learning Log 9-a "on its infinite pleasure" Game Development Series

: Http://app.mi.com/search? KEYWORDS = % E4 % B8 % 80% E4 % B8 % 8A % E4 % B8 % 80% E4 % B8 % 8B % E5 % 85% B6 % E4 % B9 % 90% E6 % 97% A0 % e7 % A9 % B7This is a work I released in May with cocos2dx 2.x. It has been launched, but the download volume seems to be not very good. It may be too simple. Now I am going to teach it, but it is actually quite simple, it is a fl game. (However, this name is very strong, and many people with deep thoughts will t

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