database processing results and continues to process others, it is not blocked here.Abstract: For a game object that requires persistence, you can consider that it has two methods to read and save. Then we abstract a DBO interface:Struct idbo
{
Virtual bool savetodb (DB *) = 0;
Virtual bool loadfromdb (DB *) = 0;
};
Then change the design scheme to the following:
After changing to the database for asynchronous processing, I want to think about how t
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This article will share with you the storage in cocos2dx, which also introduces some details that are prone to mistakes;
The
MAP storage format of game map editor
The most important part of the map editor module in the star wings is to determine the storage format of Map Files. Four solutions have been used to explore the format of map file storage: custom binary files, XML files, class serialization, and databases. Finally, the embedded dat
, smonsterpospath-> getcstring (), this, 10, true );}Okay, you can test it happily. You can see the corresponding file in the corresponding directory.
Of course, even if there is no corresponding file in your initial directory, you will not load it.
Note: here, the route points of monsters must be edited in order before saving them. Otherwise, when the monsters are behind them, they will go in the order of points... Will go aroundIii. Next Content preview
After editing the map you want, you sta
ESG A global survey found that companies deploying server virtualization are also likely to have storage virtualization. Of the surveyed 332 deployed server virtualization respondents, 24% have implemented storage virtualization, and another 33% are planning to implement storage virtualization over the next year or two years. As can be seen,
Cocos2d-x ios game development (9) sound effects, particle system and storage, cocos2d-xios
We know that a game is indispensable for sound, and some nice sounds will bring you up your interest in the game. Of course, sound is not what we want to learn, our goal is to put the sound out when appropriate. By the way, we w
(self.name))defShengji (self):Print('%s Upgrade complete, attack damage, current attack%d'% (self.name,self.tak*2))#Single TurretclassDan (Pata):def __init__(Self,name,tak): Super ().__init__(Name,tak)Print('capable of attacking a single target')defJiansu (self):Print('%s release skill deceleration'%(self.name))#crowd turretclassQun (Pata):def __init__(Self,name,tak): Super ().__init__(Name,tak)Print('ability to attack group targets')defGongji (self):Print('{} for group output'. Format (self.na
Recommended for learning unity scripts: index on the unity3d Official Website
The data storage in unity is basically the same as the dictionary storage in IOS. It stores and calls data through keywords.
The following describes the playerprefs class used by unity to store data.
Playerprefs allows you to maintain and access player preferences during game sessions.
Quick cocos2dx game Data Storage
Sort out several frequently used data formats in the project, and recommend GameState.1: json Data FormatJson-> table
local str = json.encode({a=1,b=2,c={123}}) print(str)
Result {"a": 1, "c": [123], "B": "cc "}Table-> json
local str2 = json.decode('{"a":1,"c":[123],"b":"cc"}')dump(str2)
Result
[LUA-print] - "" = {[LUA-print] - "a" = 1[LUA-print] - "b" = "cc"[LUA-pr
In game development, there are times when you want to set up a persistent simple data store.Preferences is mostly simple to use, but the function is not very powerful, generally suitable for saving some simple user-set parameters, is a lightweight storage mechanism. Preferences can only be used to store data of several simple types, such as: boolean, int, floate, long, or string. This data is stored as a ke
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