• <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(dāng)自強(qiáng)而不息

            Controlling Players and Characters(13)

             

            Automatic Control of Characters
             

            Ever get the feeling you aren’t in control? With your role-playing game that just
            might seem like the case. However, when scripting comes into play, you want to
            control the PCs at times—for example, to advance the story in some way. This
            involves automatic control.

            Automatic control of a character means that the game decides which control method to
            use and where to move the character. Automatic control takes place in the artificial
            intelligence settings. To temporarily control a PC, you can use the following steps:


            1. Change the PC to an NPC.
             

            2. Change the artificial intelligence setting of the PC (now an NPC) to follow
            a route (or other movement type).

            3. Perform movements and continue updating until the last route point is
            reached or until you want to stop using automatic control.
             

            4. Switch the character back to a PC type.

             

            Conversation among Characters
             

            That’s right, chat it up! Character interaction is also a major part of a role-playing
            game, but have you seriously thought about how to implement conversation into a
            game? Thankfully, there are easy ways to make your characters talk to each other,
            and not wanting to stray from the easy path, let me show you some of the basic
            character conversation methods.

             

            The Talking Dummy
             

            The easiest conversation method to use has got to be the talking dummy. Every roleplaying
            game has at least one character (the talking dummy) that says the same
            thing again and again; no intelligence is involved. Programming a talking dummy
            into your game is as easy as assigning a line of text that is displayed whenever a
            character is spoken to.

            The problem is that the talking dummy can say only one thing at a time, which
            isn’t very useful. Also, rather than inserting the code for a character’s dialogue into
            the game engine, you can use an external source for the conversation text, which
            takes us to the next topic, how to improve the basic talking dummy design.

             

            Script-Driven Talking Dummies
             

            You knew this was coming, didn’t you? Scripting is the heart and soul of computer
            role-playing games, so you should try to use it to the fullest degree, including when
            your characters converse with each other. By assigning a script to each character
            in your game, the scripting engine can take the basic talking dummy concept and
            expand it.

            Adding the ability to use conditional code in the script enables talking dummies to
            decide what to say based on internal flags and variables. Say that you have a script
            that tracks the status of a flag, a flag that states whether you’ve visited a nearby town.


            When it comes to a script-driven talking dummy, your script engine decides which
            text to display based on the flag it receives. That character (the dummy) tells you
            to visit the nearby town, or if you’ve been to the town, the dummy might comment
            on the town’s population. One such script might look something like this (in a textual
            format):


            If flag 0 is TRUE then
              Print message “I see you’ve visited GranWell to the south!”
            Else
              Print message “You should head south to the town GranWell.”
            Endif

            As you can see in the preceding script, a flag (flag 0) tracks a TRUE or FALSE value
            (the flag is set to TRUE whenever the player visits the town GranWell).

             

            Displaying Conversational and Other Text
             

            No matter which way you look at it, you need to display the conversation among
            characters in one way or another. You know the routine—whenever your player
            talks to another character, a small window pops up and displays text. Every once in
            a while, the character can choose from a list of actions displayed, and the conversation
            goes on.

            Using 2-D techniques, you can display a conversation window (or text window to be
            more precise), with the conversation text displayed inside the window. Because
            only so many text characters can fit within the window at one time, multiple windows
            are displayed with each page holding a portion of the complete conversation.
            A player pushes a button to navigate through each page of text that is displayed in
            the window. When the text finishes, the conversation ends.

            To keep things simple, I developed a system (a text window class called cWindow)
            that can render a text window of any size anywhere on the display. This window
            can be moved at any time, and may contain any string of text you assign. As a
            bonus, the window can act as a text-bubble of sorts, whereas the window has a
            pointer to a talking character.Following snap shows the text window class in action.

            Technically, the window is two rectangles drawn on top of each other, with both
            rectangles contained within a vertex buffer. One rectangle is white and is slightly
            larger than the inner colored rectangle. When you draw them in order (from the
            larger white rectangle to the smaller colored window), you achieve a bordered window
            look as shown in prior snap.

            The window text is drawn on top of the two windows. Text can be set at any time, but
            presetting a string of text gives you the extra ability of calculating a window size that’s
            guaranteed to fit the entire string of text within the window. Once you define a window’s
            size, you can dynamically change the string of text drawn without re-creating
            the vertex buffer defining the window.

            Realistically, you can use the text window for anything. Say that you want to open a
            window to display an image using a text window class and texture object. It becomes
            a matter of drawing one and then the other.


            posted on 2007-11-14 17:12 lovedday 閱讀(212) 評(píng)論(0)  編輯 收藏 引用


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問(wèn)   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(lèi)(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評(píng)論

            久久99精品久久久久久不卡| 国产精品久久久久久久久久影院 | 久久男人AV资源网站| 日日狠狠久久偷偷色综合免费 | 国产午夜精品久久久久九九电影| 久久国产成人午夜AV影院| 久久丫忘忧草产品| 韩国三级中文字幕hd久久精品| 囯产精品久久久久久久久蜜桃| 99久久er这里只有精品18| 九九热久久免费视频| 亚洲AV无一区二区三区久久| 久久国产精品波多野结衣AV| 久久久久久久97| 囯产极品美女高潮无套久久久| 九九久久精品国产| 曰曰摸天天摸人人看久久久| 伊人久久大香线蕉亚洲| 久久久久久国产精品无码下载| 久久婷婷五月综合97色| 综合久久精品色| 国产呻吟久久久久久久92| 97久久超碰成人精品网站| 久久亚洲精品无码观看不卡| 亚洲国产成人精品久久久国产成人一区二区三区综| 俺来也俺去啦久久综合网| 亚洲va久久久噜噜噜久久男同| 久久久久99这里有精品10 | 久久精品人人做人人爽97| 亚洲伊人久久综合影院| 精品国产综合区久久久久久| 久久九九青青国产精品| jizzjizz国产精品久久| av无码久久久久久不卡网站 | 日韩人妻无码一区二区三区久久| 国产69精品久久久久观看软件| 精品多毛少妇人妻AV免费久久| 国内精品久久久久久久涩爱 | 99久久国产主播综合精品| 青青草原综合久久大伊人精品| 一本大道久久a久久精品综合 |