• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            游戲中物件的定義與使用(3)

             

            本篇是游戲中物件的定義與使用(2)的續篇。

             

            MIL編輯器的使用

            快速且容易地創建物件的需求誕生了MIL編輯器,MIL編輯器不過是一個windows應用程序,它允許玩家操控物件列表,編輯每個想要的物件的屬性特征。可以保存和加載MIL,但是物件屬性的列表將保持固定不變(直到根據自己的意圖重編它們)。

            如下圖所示,該對話框由一個包含所有物件的列表框,以及編輯物件信息,保存和加載物件列表的按鈕組成。列表提供了1024個物件的空間,這意味著可以使用一個16位的變量去存儲物件的編號(范圍從0 - 1023)。

            To begin using the Master Item List Editor, locate and execute the MILEdit.exe file.

             At the Master Item List Editor dialog box, you can perform the following steps to add
            or edit items, and then save them to disk:


            1. Select an item from the Item List by double-clicking the item (or selecting
            the item and clicking the Edit button), or add an item by clicking the Add
            button. The Modify Item dialog box appears.


            2. Edit the appropriate fields in the Modify Item dialog box.


            3. When you finish editing, click OK to apply the changes and return to the
            Master Item List Editor dialog.


            4. To make the changes permanent, click Save on the Master Item List Editor
            dialog box, and in the Save MIL File dialog box, enter a filename and save
            the MIL to disk.

            The MIL Editor uses the same version of the sItem structure shown earlier, but I added
            some extra item categories. Those extra categories are Shield, Healing, and Container (a container object
            such as a backpack). Here these extra categories are added to the ItemCategories enum list, shown previously
            in the section “Items Categories and Values”:

            enum ItemCategories
            {
                 MONEY = 0, WEAPON, ARMOR,
                 SHIELD, ACCESSORY, EDIBLE,
                 HEALING, COLLECTION, TRANSPORTATION,
                 CONTAINER, OTHER
            };

            If you decide to modify the MIL Editor to use different item attributes or categories,
            modify the sItem structure as well. When you’re ready, you can start using
            the item data you created in your game project.

             

            Accessing Items from the MIL


            Once you have a MIL, you can load the entire list into an array of sItem structures
            using the following code:

            sItem Items[1024]; // Array of sItem structures

            // Open the Default.mil file
            FILE *fp = fopen(“Default.mil”, “rb”);

            // Read in all items
            for(short i=0;i<1024;i++)
                fread(&Items[i], 1, sizeof(sItem), fp);

            // Close file
            fclose(fp);

            At this point, I’m assuming that your item structure is relatively small and that you
            are using no more than 1,024 items in your MIL. What happens if you extend each
            item’s sItem structure or you begin storing more items in the MIL? We’re talking
            about some serious memory usage.


            To avoid loading each and every single item in memory from the MIL at once, you
            can access individual items directly from the MIL. Because the size of each item
            structure is fixed, you can access each item’s data by moving the file pointer to the
            appropriate position and reading in the structure, as in the following code bit:

            // ItemNum = reference # of item to load
            sItem Item;

            // Open the MIL file titled items.mil
            FILE *fp=fopen(“items.mil”, “rb”);

            // Seek to the appropriate position in file
            // based on the size of the sItem structure and
            // the number of the item to load.
            fseek(fp, sizeof(sItem) * ItemNum, SEEK_SET);

            // Read in the item structure
            fread(&Item, 1, sizeof(sItem), fp);

            // Close the file
            fclose(fp);


            And there you go—quick and easy access to every item in the MIL! Now, it’s time
            to do something with those items.


            posted on 2007-11-06 01:03 lovedday 閱讀(256) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            欧美午夜A∨大片久久| 久久99国产精品久久久| 色综合久久88色综合天天 | 亚洲精品无码久久毛片| 久久久久久久久久久| 成人免费网站久久久| 亚洲精品国精品久久99热| 亚洲精品乱码久久久久久自慰| 久久精品国产网红主播| 久久久久久国产精品无码下载| 亚洲午夜无码久久久久| 999久久久国产精品| 久久99精品久久久久久久久久| 国产精品99久久久久久猫咪| 久久99精品久久久大学生| 日本免费久久久久久久网站| 久久久久久免费视频| 久久久一本精品99久久精品88| 国产精品99久久不卡| 亚洲AV无码久久| 久久久久这里只有精品| 伊人久久大香线焦综合四虎| 伊人久久大香线蕉综合影院首页| 91久久精品国产免费直播| 久久天天躁狠狠躁夜夜躁2O2O| 久久久久无码精品| 亚洲午夜久久久精品影院 | 中文成人无码精品久久久不卡 | 久久99国产综合精品| 中文字幕无码久久久| 久久久久亚洲AV成人网| 爱做久久久久久| 品成人欧美大片久久国产欧美...| 久久午夜羞羞影院免费观看| 久久久久久久免费视频| 亚洲综合久久夜AV | 欧美亚洲国产精品久久久久| 亚洲国产日韩欧美综合久久| 一级女性全黄久久生活片免费 | 天天爽天天狠久久久综合麻豆| 97精品伊人久久久大香线蕉|