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

all actions. After the resources are imported, create a prefab named char, add the skeleton animation model (including the animation settings), and add the charactercontroller script component. Put Char. 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: h

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)

be.#include #include #include #include #include #include #include #include #include #include #include #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);//cl

RPG role Camera Control

;Public Vector3 Lowerleft;Public Vector3 lowerright;}public static clipplanevertexes Getclipplaneat (Vector3 Pos) {var clipplane = new Clipplanevertexes ();if (Camera.main = = null)return clipplane;Transform Transform = Camera.main.transform;float offset = Camera.main.nearClipPlane;Clipplane.upperleft = Pos-transform.right * halfplanewidth;Clipplane.upperleft + = Transform.up * halfplaneheight;Clipplane.upperleft + = Transform.forward * OFFSET;Clipplane.upperright = pos + transform.right * halfp

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

changed to 45 frames, so the appdelegate changes are as follows:BOOL Appdelegate::applicationdidfinishlaunching () { //Initialize Director Auto Director = Director:: GetInstance (); Auto Glview = 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 F

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

::refreshlocalzorder () {; int max_z_order = M_rolesarray.size (); if (Max_z_order Compareposy is a comparison of the predicate (do not understand Std::list.sort can Baidu)BOOL Flightlayer::compareposy (role_ptr a,role_ptr b) {return (*a)->getpositiony () In this way, our z-axis order can change depending on the y-coordinate of the role. To meet our requirements.This section of content is relatively small, mainly is to explain perfect good flightlayer.My csdn Address: http://blog.csdn.net/heziji

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

implement it, I'm calling Controlslider this controlvoid Role::inithpslider () {M_hpslider = 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

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

UNITY3D-RPG Project Study notes (ix)

. Split (', ');int id = Int. Parse (Strpro[0]);String name = Strpro[1];String icon_name = Strpro[2];String strtype = Strpro[3];Info.id = ID; Info.name = name; Info.icon_name = Icon_name;ObjectType type = Objecttype.drug;Switch (strtype){Case "Drug":Type = Object.drug;BreakCase "Equip":Type = Object.equip;BreakCase "Mat":Type = Object.mat;Break}Info.type = type;if (type = = Object.drug){int hp = Strpro[4];In MP = strpro[5];int price_sell = strpro[6];int price_buy = strpro[7];INFO.HP = hp;info.mp

COCOS2DX-based RPG simple and practical algorithm 2-character following movement

;}}}3. Completely follow the above, Lerp is a water-comparing technique, as we will find that the 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_ba

UNITY3D-RPG Project Study notes (25)

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

UNITY3D-RPG Project Study notes (eight)

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

UNITY3D-RPG Project Study notes (20)

equipped in which box, that is, to determine the generation of equipment of the parent objectPrivate Gameobject parent = null;Swtich (info.dresstype){Case Dresstype.headgear:Parent = headgear;BreakCase 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 m

Unity uses Animationcurve to achieve the dynamic effect of attacking and injuring scores in RPG Scoreflash

,1.0f,1.0f,1.0f-(GETHITEFFECT-50)/7);//change the transparency of fractions gradually disappear 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:---------------------------------------------------------------

UNITY3D-RPG Project Study notes (12)

(Gameobject surface){Base. Ondragdroprelease (surface);if (surface! = null){if (surface. Tag = = "Inventory_grid"){if (surface = This.transform.parent.gameObject){Resetposition ();}Else{Inventorygrid Nowgrid = this.transform.parent.getcompnentThis.tranform.parent = Surface.transform;Resetposition ();Inventorygrid Newgrid = surface. GetcompnentNewgrid. SetId (Nowgrid.id,nowgrid.num);Nowgrid. Clearinfo ();}}else if (surface. Tag = = "Inventoryitem"){Inventorygird grid1 = this.transform.parent.get

UNITY3D-RPG Project Study notes (v)

value, so now it is necessary to change the fixed value according to the operation.Use Input.getaxis ("Mouse Scrollwheel") to record this value.The above script is updated to:NameSpace Followplayerpublic float scrollspeed = 5;void Srollview (){float distance = offsetposition.magnitude; But the vector variance of the offsetposition.Distance + = Input.getaxis ("Mouse scrollwheel"); Change the vector variance value according to the middle mouse buttonOffsetposition = offsetposition.normalized * di

UNITY3D-RPG Project Study notes (iii)

Pre-project through the ray detection has achieved click on the ground to generate click Effects, as well as the role of the direction of the Click Function, this issue is summarized as the role of movement.The movement of a character is implemented in two steps: The movement of the ① character, and the motion animation of the ② character.One, the movement of the characterThe pre-project has been oriented toward the click, and now you just need to move the character forward. The script is as fol

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