• <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)自強而不息

            Controlling Players and Characters(17)

             

            Resource Management


            Resource management plays a major role in your game. For characters to really get
            anywhere or achieve anything, they may need the aid of the items, spells, and other
            objects you’ve constructed for your game.

            In 游戲中物件的定義與使用 you see how to design your game’s
            items and place those items into a master item list. Now is the time to see what you
            can do with those items.

            Resources also include spells that your game’s characters can learn through the
            course of the game. You read more about spells later in this chapter in the section
            “Magic and Spells,” but for now, here is a glimpse of what resources can do for you.

             

            Using Items


            You’ve already seen how to control items in your game using a character inventory
            control system. If you have played with the CharICS demo, you have noticed the lack
            of function for the Equip and Use buttons. Now is the time to understand just what
            will happen when the functionality is put into place in that demo.

            A character can keep track of whatever armor, weapons, and accessories they can
            equip. Because those equipped items are contained within an sItem structure, you
            can query for the associated modified value (stored as sItem::Value) that is used to
            modify a character’s abilities.

            Say that item 1 is a sword. That sword is defined as a weapon and has a modified
            value of 10. If a character is allowed to equip the weapon (as determined by the
            class flags), the appropriate modified value is added to the character’s attack ability
            value. Tracking which item is equipped can be as simple as storing the item number
            in the character definition. Also, because you want to visually display the
            weapon that a character is holding, you might also load a weapon mesh to attach to
            the character.

            As for using items, that’s just as easy as equipping items. Remember that you predetermined
            what each item can be and what it can do. Say that you have a healing
            potion and your player decides to drink it. Once you have checked the usage
            restriction, you can determine that the healing potion is a healing item, and as
            such, adds the item modifier value to the player’s health points.

             

            Using Magic
             

            Magic spells, much like items, are an essential resource for a player’s survival.
            Magic aids the users in some way; stronger attacks, adding better defenses, and the
            ability to heal are typical magic spell fare. Although spells are not needed, they
            sure do help.

            Magic spells are defined just like items. They have an assigned feature. Some spells
            alter the character’s health, although other spells cause certain status ailments
            (such as Poison). Any character can harness magic; they just need to “know” the
            spell and have the matching mana points to cast it.

            In order for characters to know a spell, they must learn it by working through experience
            levels. You can track learned spells by using the bit flags. You can use a 32-bit
            variable to store known spells, with each bit in the variable representing a specific
            spell. By setting a bit in the variable, the spell is learned. Once a spell is learned, it
            is typically known forever.

            Managing spell usage is just like managing items; by displaying a list of spells known
            by a character, the player can determine which spells to cast when and where.


            posted on 2007-11-14 21:04 lovedday 閱讀(161) 評論(0)  編輯 收藏 引用


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


            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            久久99国产精品二区不卡| 国产精品免费福利久久| 日日狠狠久久偷偷色综合96蜜桃| 久久婷婷人人澡人人| 免费精品国产日韩热久久| 久久久久人妻精品一区二区三区 | 国产午夜久久影院| 人妻精品久久久久中文字幕| 久久久久人妻精品一区二区三区 | 女人香蕉久久**毛片精品| 亚洲а∨天堂久久精品| 国产精品一区二区久久精品| 久久久精品久久久久影院| 国产呻吟久久久久久久92| 久久精品亚洲精品国产色婷| 久久综合偷偷噜噜噜色| 国产成人精品久久一区二区三区av| 亚洲国产精品久久久天堂| 三级韩国一区久久二区综合| 88久久精品无码一区二区毛片| 狠狠色噜噜色狠狠狠综合久久 | 久久婷婷五月综合97色 | 精产国品久久一二三产区区别| 久久精品国产亚洲一区二区三区| 久久精品亚洲精品国产色婷| 亚洲AV日韩AV永久无码久久| 人妻无码αv中文字幕久久琪琪布 人妻无码精品久久亚瑟影视 | 久久久久亚洲AV无码永不| 久久伊人精品一区二区三区| 亚洲人成网站999久久久综合 | 天天综合久久久网| 91秦先生久久久久久久| 91精品观看91久久久久久| 久久福利青草精品资源站免费| 久久精品九九亚洲精品| 欧美牲交A欧牲交aⅴ久久| 色偷偷久久一区二区三区| 久久久噜噜噜久久中文福利| 2021久久精品国产99国产精品| 韩国无遮挡三级久久| Xx性欧美肥妇精品久久久久久 |