classic rpg

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HDU 2045 is not an easy series (3)-Lele's RPG puzzle

Problem description: Lele, the super idol of "the killer of the AC female", suddenly played Deep recently, which can lead to a lot of "Cole" (Lele fans, "Cola "), after many probing, a senior Cole finally learned the cause. It turns out that Lele has recently studied the famous RPG puzzle: There are n squares arranged in a row, and each grid is painted in red, pink, and green, it is required that any adjacent square cannot be of the same color, and t

HDU 2045 is not an easy series (3)-Lele's RPG puzzle

Not easy series (3)-Lele's RPG puzzle Time Limit: 2000/1000 MS (Java/others) memory limit: 65536/32768 K (Java/Others)Total submission (s): 23277 accepted submission (s): 9231Problem description: Lele, the super idol of "the killer of the AC female", suddenly played Deep recently, which can lead to a lot of "Cole" (Lele fans, "Cola "), after many probing, a senior Cole finally learned the cause. It turns out that Lele has recently studied the famous

Research on J2ME platform A-RPG game monster path finding algorithm

Recently, it seems that the A-RPG game is very popular on mobile phones, of course, I recently also help the company to write a A-RPG class game. I've never written a game like this before, and it's written out from there to nothing. Also encountered a lot of problems, including the screen scrolling map title array index Calibration, the entire game frame, map data processing, layered processing, the protag

COCOS2DX-based RPG simple and practical algorithm 3-multi-character follow formation movement

-m_gridobject->getposition ();Slotrelativevec[index] = cur;}M_gridobject->setrotation (Cc_radians_to_degrees (-m_gridangle));}6. Each frame lets the character move to its corresponding slotvoid Gamecontrolmanager::updategriddirection (){Point slot = Getslotposbyindex (Hero->getslotindex ());if (Hero->getcenterpoint (). Distance (slot) > Getelasticrange ()){Hero->movetoward (slot);}} Copyright NOTICE: This article for Bo Master original article, without Bo Master permission not reproduced. COCOS2

Engine Analysis of RPG maker (1) (2)

underlying Engine Based on my personal experience. If there is something wrong, please be sure to understand and correct it. In addition, because I am familiar with rmxp, this article mainly analyzes rgss instead of rgss2. Compared with rgss, rgss2 does not change much in the underlying implementation, but it is more standardized and adds some functions. Therefore, most of the content in this article is also applicable to rgss2. 1. How RM works 1.1 Overview Many people may have criticized RM

How to create an HTML5 RPG Game Engine-Article 1: Map implementation

I. Let's talk about the world's major events. Not long ago, I sawLufyOn the blog, a friend wants an RPG Game Engine and is ready to work on it out of interest. Since I have been studying lufylegend for some time and have a certain degree of dependence on it, I am ready to base this engine on lufylegend. Temporarily named lufylegendrpg. After all, it is based on lufylegend. If the name does not contain the words lufylegend, it cannot be said... I recen

RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmaker

RPG Game learning-2. rpgmaker event Learning 1, rpg2.rpgmakerEvent[Description]It can be used to draw components on the fourth layer. It can be a transparent "narrator" invisible to the game to manipulate the running of the plot. It can be placed on the edge of the map as a moving point for switching scenes, it can also exist as visible characters or items such as NPC, BOSS, and role.[Category]MAP events and public events.The map event settings are un

Development of RPG games using j2-based technology (2) -- Key Processing Mechanism

Development of RPG games using j2-based technology (2) -- Key Processing Mechanism Author: Chen yuefeng From: http://blog.csdn.net/mailbomb In the game, the key processing mechanism also needs to be carefully implemented. Here we will introduce a practical key processing mechanism. In actual games, we generally do not write logic Code directly in the keypressed or keyreleased Method for key sensitivity. Instead, we only record or clear key records

Two of the most important positions in Massively Multiplayer Online mmo rpg games

Two of the most important positions in Massively Multiplayer Online mmo rpg games According to my recent participation and completion of the launch project, the two positions are, 1. Numerical Planning 2. Network Protocol designer Why? A waste of numerical planning, your game art is cool, your ideas are new, useless, the value is unreasonable, who dares to play? Spend a lot of time Directly causing no one in the game A good number of games,

Unity3D-RPG Project Practice (4): Role Performance Testing

. 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

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

Hdu4800_josephina and RPG (two-dimensional state DP)

#include #include #include #include #include #include using namespace STD;#define MEM (x, y) memset (x,y,sizeof (×) )inline intLowbit (intx) {returnx (-X);}typedef Long Long intLL;Const intINF =0x3f3f3f3f;Const Long DoublePI =ACOs(0.0) *2.0;Const intN =10000+Ten;Const DoubleEPS =1e-6;Doubledp[n][ $],rate[ $][ $];intAi[n];intComb (intXinty);intMain () {intN,m;//ios::sync_with_stdio (FALSE);//close the synchronization stream while(scanf("%d", m) = =1) {intR = Comb (m,3); for(inti =0; I f

RPG role Camera Control

+ transform.up * halfPlaneHeight, fro m);return closestdistance;}float Clampangle (float angle, float min, float max) {while (Angle if (angle Angle + = 360;if (Angle > 360)Angle-= 360;}return Mathf.clamp (angle, Min, max);}public struct Clipplanevertexes {Public Vector3 Upperleft;Public Vector3 upperright;Public Vector3 Lowerleft;Public Vector3 lowerright;}public static clipplanevertexes Getclipplaneat (Vector3 Pos) {var clipplane = new Clipplanevertexes ();if (Camera.main = = null)return clipp

Xna4.0 RPG Game Development Series tutorial [PDF tutorial + Source Code]

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

cocos2dx3.2 development RPG "Flighting" (a) Basic introduction

= 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

cocos2dx3.2 development RPG "flighting" (vii) back to the battle scene, update the character's stacking order

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

cocos2dx3.2 development RPG "flighting" (10) for character plus Blood bar

= Controlslider::create ("Bloodbg.png", "Blood.png", "sliderthumb.png"); m_ Hpslider->settouchenabled (false); M_hpslider->setmaximumvalue (M_INITHP); M_hpslider->setminimumvalue (0) ; M_hpslider->setvalue (M_HP); M_hpslider->setposition (Gethpsliderpos ()); This->addchild (M_hpSlider);} Point Role::gethpsliderpos () {return point (0,0);}Detect HP values in the UPDATE function and change the blood barvoid role::update_hp () {if (M_hpslider) {m_hpslider->setvalue (M_HP); M_hpslider->setposition

UNITY3D-RPG Project Study notes (23)

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

UNITY3D-RPG Project Study notes (29)

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

UNITY3D-RPG Project Study notes (16)

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

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