﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-游戏的天空</title><link>http://www.cppblog.com/gongjing19861110/</link><description>坚持不懈每一天</description><language>zh-cn</language><lastBuildDate>Thu, 09 Apr 2026 06:55:31 GMT</lastBuildDate><pubDate>Thu, 09 Apr 2026 06:55:31 GMT</pubDate><ttl>60</ttl><item><title>游戏中的颜色模型</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/07/16/183786.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Mon, 16 Jul 2012 13:22:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/07/16/183786.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/183786.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/07/16/183786.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/183786.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/183786.html</trackback:ping><description><![CDATA[<p>一.计算机屏幕上的颜色表示方法:<br />1.RGB表示或者ARGB表示:<br />1)32位的颜色A,R,G,B分别占8位,一共4个字节(32位),那么每个分量<br />的取值范围为0--255(十进制)或者0--ff(十六进制) <br />2)24位的颜色,每个颜色分量用8位来表示.</p>
<p>问题:说到这里,有人就会问,有没有其他位数的颜色,其他位数的颜色每个<br />分量分别占几位呢? 比如16位的 比如8位的?</p>
<p>二.颜色的计算</p>
<p>1)颜色加法:<br />&nbsp; 两种颜色的各个分量分别相加,<br />&nbsp; 比如颜色C1(r1,g1,b1)和C2(r2,g2,b2)<br />&nbsp; C3 = C1+C2 = (r1+r2,g1+g2,b1+b2)<br />然后这样相加每个分量有可能会超过分量的取值范围,所以在做加法的时候<br />需要对每个分量进行处理,保证相加后的分量是在正常数值之间.</p>
<p>2)颜色的调制<br />&nbsp; 颜色*标量,可以达到颜色变亮或者变暗的效果,比如:<br />&nbsp;C1*s = (s*r1,s*g1,*b1)<br />这里也要注意同上的问题.</p>
<p>&nbsp; 颜色*颜色,例如C1*C2 = (r1*r2,g1*g2,b1*b2)<br />这里也要注意同上的问题.</p>
<p>使用以上3种颜色进行混合计算可以得到很多效果.<br />&nbsp;<br />3)alpha混合<br />在ARGB模式的颜色中,A就是表示alpha值, alpha值用来做两种颜色<br />的混合计算,得到一些效果,比如半透明效果,不透明,或者全透明,等等.<br />做透明效果一定是2种颜色进行alpha混合运算得来的,<br />从alpha混合公式就能看出来：</p>
<p>最终像素颜色值 = 源像素颜色值（将要绘制的）*alpha+ 目的像素颜色值(已经绘制的)*(1-alpha)&nbsp; </p>
<p>这里的alpha的取值范围为0-1之间。</p>
<p>一段透明度的实现例子：<br />float R1 = 255;<br />&nbsp;<br />float G1 = 0;<br />&nbsp;<br />float B1 = 0;<br />&nbsp;<br />float A1 = 0.3f; </p>
<p>&nbsp;<br />float R2 = 255;<br />&nbsp;<br />float G2 = 255;<br />&nbsp;<br />float B2 = 255;<br />&nbsp;<br />float A2 = 1;&nbsp;&nbsp;<br />&nbsp;<br />//进行aphla混合 <br />&nbsp;<br />DWORD AphlaCorlorR = R1*A1+(1-A1)*(R2); R1的30%颜色 + R2的70%的颜色，得出来的效果想象可知R2的颜色成分多些，这样R1和R2的颜色进行比较看起来 R1相对R2来说就是透明的，但不是半透明</p>
<p>DWORD AphlaCorlorG = G1*A1+(1-A1)*(G2); 同上</p>
<p>DWORD AphlaCorlorB = B1*A1+(1-A1)*(B2); 同上</p>
<p><br />颜色计算相关知识参照&lt;&lt;3D编成大师技巧&gt;&gt;,第8章节8.1.1颜色模型和材质。<br />欢迎加入QQ群 :45811732<br /></p><img src ="http://www.cppblog.com/gongjing19861110/aggbug/183786.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-07-16 21:22 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/07/16/183786.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏中的资源管理部分的设计(C++语言描述)</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/04/03/169972.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Tue, 03 Apr 2012 15:22:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/04/03/169972.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/169972.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/04/03/169972.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/169972.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/169972.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;在游戏里,我把资源分成了 texture(纹理),sprite(精灵),Animation(动画), sound(声音).&nbsp;&nbsp;我们可以把这些资源看成一个个的类 ,那么这些资源具体指的是什么东东呢? 我来说明下:1.texture: 可以理解成游戏中的图片对象.2.sprite:&nbsp;&nbsp; 来处...&nbsp;&nbsp;<a href='http://www.cppblog.com/gongjing19861110/archive/2012/04/03/169972.html'>阅读全文</a><img src ="http://www.cppblog.com/gongjing19861110/aggbug/169972.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-04-03 23:22 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/04/03/169972.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于DxSprite 的一个思考</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168815.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Sat, 24 Mar 2012 10:39:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168815.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/168815.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168815.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/168815.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/168815.html</trackback:ping><description><![CDATA[<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;在绘制的时候 Sprite是绘制一张指定的贴图(图片)的某一个矩形区域.</p>
<p>如果大家熟悉手机游戏的J2ME里的<br />image.setclip(x,y,width,height);<br />image.draw(x,y,0);</p>
<p>那么对于DxSprite的绘图的方式有些思考的问题:</p>
<p>&nbsp; 假如载入一张有很多小的元素组成的一张大图片,然后使用sprite的绘制方法,绘制的时候<br />传入绘制这张大地图的某一个矩形区域.那么底层的实现会不会跟J2ME里的一样,先绘制出一张<br />整图,然后设置可见区域,如果是这样那么在绘制每一个小元素的时候就得画一张很大的图在<br />内存缓冲区域. 如果DxSprite不是这样的,那么</p>
<p>把一张大图片分成很多小图片,然后绘制每一个元素的时候改变sprite的图片来绘制,矩形区域为整张图片的区域</p>
<p>和sprite绘制图片的时候传入一张大图,改变绘制的矩形区域来绘制,贴图不变.</p>
<p>这两种方式在效率上有区别吗?<br /></p><img src ="http://www.cppblog.com/gongjing19861110/aggbug/168815.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-24 18:39 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168815.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>自己实现了STL里的list部分功能</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168779.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Fri, 23 Mar 2012 22:09:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168779.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/168779.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168779.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/168779.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/168779.html</trackback:ping><description><![CDATA[<div>最近开始学习STL,C 标准模板库,个人根据标准模板库中的list 自己写了个list模板,由于作业量较大,只实现了list里的基本功能,给大家分享下,如有更好的意见请加qq350544011,一起讨论讨论.&nbsp;代码如下:List.h文件:</div>最近创建了自己的讨论群 希望大家能一起加入 群号：45811732<br />
<div>#ifndef LIST#define LIST#include "stdafx.h" </div><br />
<div>/////////////////////////////链表类模板的声明///////////////////////</div><br />
<div>template&lt;typename T&gt; <br /><br />class CList<br /><br />{<br /><br />public:&nbsp;&nbsp;<br />//结点&nbsp;struct Node&nbsp;<br />{&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;T node;</div><br />
<div>&nbsp;&nbsp;Node* next;&nbsp;<br /><br />}; </div><br />
<div>&nbsp;//跌代器&nbsp;<br />&nbsp;class iterator&nbsp;<br />{<br />&nbsp;&nbsp;&nbsp;&nbsp;public:&nbsp;&nbsp;iterator()&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;}; </div><br />
<div>&nbsp;&nbsp;~iterator()&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;};&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;//重载"!="&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;bool operator != (iterator &amp;it)&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(m_val != it.m_val)&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;}</div><br />
<div>&nbsp;&nbsp;//重载"前++ "&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;iterator operator++ ()&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_val = m_val-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return *this;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;}</div><br />
<div>&nbsp;&nbsp;//重载 "后++ "&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;iterator operator++ (int)<br />&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;m_val = m_val-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;return *this;&nbsp;<br />&nbsp;}</div><br />
<div>&nbsp;&nbsp;//重载*&nbsp;&nbsp; <br />T operator*()&nbsp;&nbsp;<br />{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;return m_val-&gt;node;&nbsp;<br />&nbsp;&nbsp;} </div><br />
<div>&nbsp;&nbsp;Node *m_val;&nbsp;<br /><br />private:&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />};&nbsp; </div><br />
<div>&nbsp;CList(); </div><br />
<div>&nbsp;~CList();&nbsp;&nbsp;&nbsp;<br /><br />//在连表尾部添加<br />&nbsp;void push_back(const T &amp;_node);</div><br />
<div>&nbsp;//在连表的头部添加&nbsp;<br />void push_front(const T &amp;_node);</div><br />
<div>&nbsp;//删除连表中的最后一个元素&nbsp;<br />void pop_back();</div><br />
<div>&nbsp;//删除连表中的第一个元素&nbsp;<br />void pop_front(); </div><br />
<div>&nbsp;//返回指向第一个元素的迭代器<br />&nbsp;typename CList&lt;T&gt;::iterator begin(); </div><br />
<div>&nbsp;//返回末尾的迭代器&nbsp;<br />typename CList&lt;T&gt;::iterator end();</div><br />
<div>&nbsp;//判断是否为空<br />&nbsp;bool empty(){ if(!m_phead){ return true; } return false; }</div><br />
<div>&nbsp;//清空链表<br />&nbsp;void clear();</div><br />
<div>protected:<br /><br />&nbsp;private:&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;Node *m_phead;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp; };</div><br />
<div>&nbsp;</div><br />
<div>////////////////////////////类模板的函数定义///////////////////////</div><br />
<div>template&lt;typename T&gt;<br />CList&lt;T&gt;::~CList()<br /><br />{<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;//删除链表里的所有结点<br />&nbsp;&nbsp;&nbsp;&nbsp;if(m_phead)&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp = m_phead;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while(temp-&gt;next!=NULL)&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp1 = temp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp = temp-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;delete temp1;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp1 = NULL;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_phead = NULL;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;}<br /><br />}</div><br />
<div>template&lt;typename T&gt;<br />&nbsp;CList&lt;T&gt;::CList()<br />{&nbsp;<br />m_phead = NULL; <br /><br />}</div><br />
<div>template&lt;typename T&gt;&nbsp;<br /> void CList&lt;T&gt;::push_back(const T &amp;_node)<br />{&nbsp;<br />&nbsp;//如果连表为空<br />&nbsp;if(empty())&nbsp;<br />{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;Node* tempnode = new Node;</div><br />
<div>&nbsp;&nbsp;tempnode-&gt;node =&nbsp; _node;</div><br />
<div>&nbsp;&nbsp;tempnode-&gt;next = NULL;</div><br />
<div>&nbsp;&nbsp;m_phead = tempnode;&nbsp;<br />&nbsp;<br />&nbsp;}&nbsp;<br />//如果连表不为空&nbsp;<br />else&nbsp;<br />{&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;Node *temp = m_phead;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while(temp-&gt;next!=NULL)&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp = temp-&gt;next;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;<br />&nbsp;&nbsp;&nbsp;Node* tempnode = new Node;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;tempnode-&gt;node = _node;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;tempnode-&gt;next = NULL;</div><br />
<div>&nbsp;&nbsp;temp-&gt;next = tempnode;&nbsp;&nbsp;<br />&nbsp;&nbsp;<br />}&nbsp;&nbsp; <br /><br />}<br /><br />&nbsp;template&lt;typename T&gt;<br /><br />void CList&lt;T&gt;::push_front(const T &amp;_node)<br />{&nbsp;<br />&nbsp;&nbsp;&nbsp;if(empty())&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* tempnode = new Node;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tempnode-&gt;node =&nbsp; _node;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tempnode-&gt;next = NULL;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_phead = tempnode;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;}&nbsp;<br />&nbsp;&nbsp;&nbsp;else&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* tempnode = new Node;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tempnode-&gt;node = _node;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tempnode-&gt;next = m_phead-&gt;next;&nbsp;&nbsp; &nbsp;&nbsp;m_phead = tempnode; </div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;}<br /><br />}</div><br />
<div>template&lt;typename T&gt;void CList&lt;T&gt;::pop_back()<br />{&nbsp;<br />&nbsp;&nbsp;&nbsp;if(empty())<br />&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return ;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp = m_phead;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(!temp-&gt;next)&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;delete temp;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_phead = NULL;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while(temp-&gt;next-&gt;next!=NULL)&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp = temp-&gt;next;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;delete temp-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;temp-&gt;next = NULL;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;}</div><br />
<div>template&lt;typename T&gt;void CList&lt;T&gt;::pop_front()<br />&nbsp;{&nbsp;<br />&nbsp;&nbsp;&nbsp;if(empty())&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return;&nbsp;<br />&nbsp;&nbsp;&nbsp;}&nbsp;<br />&nbsp;&nbsp;&nbsp;else&nbsp;<br />&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp = m_phead;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_phead = m_phead-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;delete temp;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp = NULL;&nbsp;<br />&nbsp;&nbsp;&nbsp;}<br /><br />}<br /><br />&nbsp;template&lt;typename T&gt;typename CList&lt;T&gt;::iterator CList&lt;T&gt;::begin()<br />{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;iterator tempit;</div><br />
<div>&nbsp;&nbsp;&nbsp;tempit.m_val = m_phead;</div><br />
<div>&nbsp; return tempit;<br />}<br /><br />&nbsp;template&lt;typename T&gt;typename CList&lt;T&gt;::iterator CList&lt;T&gt;::end()<br />{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;//如何去释放？&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;iterator tempit&nbsp; ;</div><br />
<div>&nbsp; Node* tempnode1 = m_phead; </div><br />
<div>&nbsp;&nbsp;while(tempnode1!=NULL)&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tempnode1 = tempnode1-&gt;next; </div><br />
<div>&nbsp; tempit.m_val = tempnode1;</div><br />
<div>&nbsp; return tempit;<br /><br />}</div><br />
<div>template&lt;typename T&gt;void CList&lt;T&gt;::clear()<br />{&nbsp;<br />&nbsp;&nbsp;&nbsp;//删除链表里的所有结点&nbsp;if(m_phead)<br />&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp = m_phead;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;while(temp-&gt;next!=NULL)&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Node* temp1 = temp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp = temp-&gt;next;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;delete temp1;</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;temp1 = NULL;<br />&nbsp;&nbsp;}</div><br />
<div>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;m_phead = NULL;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;}<br /><br />}</div><br />
<div>#endif</div><img src ="http://www.cppblog.com/gongjing19861110/aggbug/168779.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-24 06:09 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168779.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>一篇HGE引擎来实现的粒子系统的讲解文章</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168774.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Fri, 23 Mar 2012 20:26:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168774.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/168774.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168774.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/168774.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/168774.html</trackback:ping><description><![CDATA[<div>文章来自 <a href="http://blog.csdn.net/tkokof1/article/details/5922303">http://blog.csdn.net/tkokof1/article/details/5922303</a>&nbsp;<br /><br />讲解非常详细，感谢作者的经验分享！顶！</div><img src ="http://www.cppblog.com/gongjing19861110/aggbug/168774.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-24 04:26 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/03/24/168774.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>利用HGE引擎设计的角色部分</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168608.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Thu, 22 Mar 2012 06:51:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168608.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/168608.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168608.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/168608.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/168608.html</trackback:ping><description><![CDATA[&nbsp;
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<div class="blogTitle"><strong>游戏中角色类的设计(C 语言描述)</strong></div>
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<div>最近一段时间自己正在编写一款RPG游戏,前几天用空余的时间设计了角色模块,给热爱游戏编成的朋友们分享分享,代码分为三部分:1.抽象角色类,2.玩家控制的角色类,3角色管理类.本游戏使用的是hge 2D引擎 代码如何:</div><br />
<div></div><br />
<div>一:抽象角色类:</div><br />
<div>FGRoleObject.h文件:</div><br />
<div>class FGRoleObject { public: </div><br />
<div>static void Init(HGE* m_hge) { hge = m_hge; } </div><br />
<div>/ /逻辑 virtual void Logic() = 0;</div><br />
<div>//绘制 virtual void Render() = 0; </div><br />
<div>//获取X坐标 float GetX(){return m_x;}</div><br />
<div>//获取Y坐标 float GetY(){return m_y;}</div><br />
<div>/ /获取ID int GetID(){return m_ID;} </div><br />
<div>//获取名字 char* GetName(){return m_Name;}</div><br />
<div>//获取等级 int GetLevel(){return m_Level;} </div><br />
<div>//获取HP float GetHp(){return m_Hp;}</div><br />
<div>//获取MaxHp float GetMaxHp(){return m_MaxHp;}</div><br />
<div>//获取Ep float GetEp(){return m_Ep;}</div><br />
<div>//获取MaxEp float GetMaxEp(){return m_MaxEp;}</div><br />
<div>//获取CP float GetCp(){return m_CP;}</div><br />
<div>//获取MaxCp float GetMaxCp(){return m_MaxCp;} //获取STR float GetSTR(){return m_STR;}</div><br />
<div>//获取DEF float GetDEF(){return m_DEF;}</div><br />
<div>//获取ATS float GetATS(){return m_ATS;}</div><br />
<div>//获取ATF float GetADF(){return m_ADF;}</div><br />
<div>//获取SPD float GetSPD(){return m_SPD;}</div><br />
<div>//获取DEX float GetDEX(){return m_DEX;}</div><br />
<div>//获取ADL float GetAGL(){return m_AGL;}</div><br />
<div>//获取MOV float GetMOV(){return m_MOV;}</div><br />
<div>//获取RNG float GetRNG(){return m_RNG;}</div><br />
<div>//获取EXP float GetEXP(){return m_Exp;}</div><br />
<div>//获取MaxExp float GetMaxExp(){return m_MaxExp;}</div><br />
<div>//获取阵营类型 TYPE_Camp GetCamp(){return m_Camp;} </div><br />
<div>//设置碰撞区域范围 void SetRect(float ltx,float lty,float rdx,float rdy) { m_rect.Set(ltx,lty,rdx,rdy); }</div><br />
<div>//角色与角色之间的碰撞处理 bool Intersect(FGRoleObject&amp; role) { if( m_rect.Intersect(&amp;role. m_rect)) { return true; } else { return false; } }</div><br />
<div>//设置英雄属性 void SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp); //设置状态 void SetMode(AtionMode _mode) { m_ationmode = _mode; } protected: //1.编号 2.阵营标示 3.角色名称 4.角色X坐标 5.角色Y坐标 FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y); </div><br />
<div>//析构 virtual ~FGRoleObject(void);</div><br />
<div>static HGE* hge; </div><br />
<div>//金钱 static float Mria;</div><br />
<div>//游戏时间 static float PlayTime; </div><br />
<div>//阵营的种类 TYPE_Camp m_Camp; </div><br />
<div>//字符 char m_Name[256]; </div><br />
<div>//编号 short m_ID;</div><br />
<div>//角色x坐标 float m_x;</div><br />
<div>//角色y坐标 float m_y; </div><br />
<div>//碰撞区域对象 hgeRect m_rect;</div><br />
<div>//速度 float m_speed;</div><br />
<div>//角色属性 int m_Level;</div><br />
<div>float m_MaxHp;</div><br />
<div>float m_Hp;</div><br />
<div>float m_MaxEp;</div><br />
<div>float m_Ep;</div><br />
<div>float m_STR; float m_DEF;</div><br />
<div>float m_ATS; float m_ADF; float m_SPD; float m_DEX; float m_AGL; float m_MOV;</div><br />
<div>float m_RNG;</div><br />
<div>float m_MaxCp;</div><br />
<div>float m_CP;</div><br />
<div>float m_MaxExp;</div><br />
<div>float m_Exp;</div><br />
<div>float m_NextExp; </div><br />
<div>//行走方向 Drection m_drection; </div><br />
<div>//角色状态 AtionMode m_ationmode; };</div><br />
<div></div><br />
<div>FGRoleObject.cpp文件:</div><br />
<div></div><br />
<div>#include "FGRoleObject.h"</div><br />
<div>HGE* FGRoleObject:: hge = 0; </div><br />
<div>FGRoleObject::~FGRoleObject(void){</div><br />
<div>}</div><br />
<div></div><br />
<div>FGRoleObject::FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y){ m_ID = _id;</div><br />
<div>//赋值阵营-我方还是敌方 m_Camp = _camp;</div><br />
<div>strcpy( m_Name,_name); </div><br />
<div>m_x = _x;</div><br />
<div>m_y = _y; </div><br />
<div>SetMode(WAIT);</div><br />
<div>//初始化的时候没有设置碰撞区域,碰撞为0 m_rect.Set(0,0,0,0);}</div><br />
<div></div><br />
<div>void FGRoleObject::SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp){ m_Level = _level;</div><br />
<div>m_MaxHp = _MaxHp;</div><br />
<div>m_Hp = _Hp;</div><br />
<div>m_MaxEp = _MaxEp;</div><br />
<div>m_Ep = _Ep;</div><br />
<div>m_STR = _STR; m_DEF = _DEF;</div><br />
<div>m_ATS = _ATS; m_ADF = _ADF; m_SPD = _SPD; m_DEX = _DEX; m_AGL = _AGL; m_MOV = _MOV;</div><br />
<div>m_RNG = _RNG;</div><br />
<div>m_MaxCp = _MaxCp;</div><br />
<div>m_CP = _CP;</div><br />
<div>m_MaxExp = _MaxExp;</div><br />
<div>m_Exp = _Exp;</div><br />
<div>m_NextExp = _NextExp; }</div><br />
<div></div><br />
<div>FGMyRole.h文件:</div><br />
<div></div><br />
<div>class FGMyRole :public FGRoleObject{public: //基类的参数:1.编号 2.阵营标示 3.角色名称 4.角色X坐标 5.角色Y坐标 //hgeAnimation类需要参数: 6.贴图中的x坐标 7.贴图中的y坐标 8.贴图中每一帧的宽 9.贴图中每一帧的高 // 10.动画播放的速度 11.动画总共的帧数 12.动画所需要的贴图 //我方角色本身的参数: 13.UI中角色人物图片 14.角色的移动的速度 FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float m_speed); virtual ~FGMyRole(void); void Logic();</div><br />
<div></div><br />
<div>void Render(); </div><br />
<div></div><br />
<div>short GethSpri_UIIndex() { return hSpri_UIIndex; }</div><br />
<div></div><br />
<div>//初始化装备槽 void InitEquips();</div><br />
<div></div><br />
<div>//装备栏数组-次游戏拥有5个装备槽 ItemObject* Equips[5]; </div><br />
<div>private: //角色头像图片索引(UI ) short hSpri_UIIndex;</div><br />
<div>//动画对象 hgeAnimation* spr[8]; </div><br />
<div>//fps播放的速度 float FPS;</div><br />
<div>//帧数 int Nframe;</div><br />
<div>//贴图中的X坐标 float tx;</div><br />
<div>//贴图中的Y坐标 float ty;</div><br />
<div>//贴图中的长 float tw;</div><br />
<div>//贴图中的宽 float th; };</div><br />
<div></div><br />
<div>FGMyRole.cpp文件:</div><br />
<div></div><br />
<div>#include "FGMyRole.h"#include "FGGameScreen.h" </div><br />
<div>FGMyRole::FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float _speed):FGRoleObject(_id,_camp,_name,_x,_y) { SetAttribute(4,163,163,250,203,44,46,20,15,15,16,4,4,2,46,46,500,100,250); </div><br />
<div>m_speed = _speed; </div><br />
<div>FPS = _fps;</div><br />
<div>Nframe = _nframe;</div><br />
<div>tx = _tx;</div><br />
<div>ty = _ty;</div><br />
<div>tw = _tw;</div><br />
<div>th = _th; </div><br />
<div>hSpri_UIIndex = _h_Index;</div><br />
<div>for(int i=0;i&lt;8;i ) { spr[i] = new hgeAnimation(_tex,Nframe,FPS,tx,ty 128*i,tw,th);</div><br />
<div>spr[i]-&gt;Play(); } m_drection = RIGHT; //初始化角色装备 InitEquips(); }</div><br />
<div>FGMyRole::~FGMyRole(void){ for(int i=7;i&lt;0;i--) { if(spr[i]!=NULL) { delete spr[i];</div><br />
<div>spr[i] = NULL; } }}</div><br />
<div>void FGMyRole::Logic(){ //动画更新 spr[m_drection]-&gt;Update(hge-&gt;Timer_GetDelta()); </div><br />
<div>//状态 switch(m_ationmode) { case MOVE: //键盘响应 if(hge-&gt;Input_GetKeyState(HGEK_W)) //上 { if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_y-=m_speed; m_x =m_speed; m_drection = RIGHTUP; </div><br />
<div>} else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_y-=m_speed; m_x-=m_speed; m_drection = LEFTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_y =m_speed;</div><br />
<div>m_drection = DOWN; } else { m_y-=m_speed;</div><br />
<div>m_drection = UP; } </div><br />
<div>spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1")); } else if(hge-&gt;Input_GetKeyState(HGEK_S)) //下 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_y-=m_speed;</div><br />
<div>m_drection = UP;</div><br />
<div>} else if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_x =m_speed;</div><br />
<div>m_y =m_speed;</div><br />
<div>m_drection = RIGHTDOWN; } else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_x-=m_speed;</div><br />
<div>m_y =m_speed; m_drection = LEFTDOWN; } else { m_y =m_speed; m_drection = DOWN; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1")); } else if(hge-&gt;Input_GetKeyState(HGEK_D)) //右 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_x =m_speed;</div><br />
<div>m_y-=m_speed;</div><br />
<div>m_drection = RIGHTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_x =m_speed;</div><br />
<div>m_y =m_speed;</div><br />
<div>m_drection = RIGHTDOWN; } else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_x-=m_speed;</div><br />
<div>m_drection = LEFT; } else { m_x =m_speed; m_drection = RIGHT; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1")); } else if(hge-&gt;Input_GetKeyState(HGEK_A)) //左 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_x-=m_speed;</div><br />
<div>m_y-=m_speed;</div><br />
<div>m_drection = LEFTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_x =m_speed;</div><br />
<div>m_drection = RIGHT; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_x-=m_speed;</div><br />
<div>m_y =m_speed;</div><br />
<div>m_drection = LEFTDOWN; } else { m_x-=m_speed;</div><br />
<div>m_drection = LEFT; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1")); } else { //在没有任何按键响应时把动画帧数调整为0 spr[m_drection]-&gt;SetFrame(0); spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-waiting")); SetMode(WAIT); } if(hge-&gt;Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-attact1")); spr[m_drection]-&gt;SetSpeed(15); spr[m_drection]-&gt;SetFrame(0); } break; case WAIT: //待机状态 //键盘响应 if(hge-&gt;Input_GetKeyState(HGEK_W)) //上 { if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_drection = RIGHTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_drection = LEFTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_drection = DOWN; } else { m_drection = UP; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1"));</div><br />
<div>SetMode(MOVE); } else if(hge-&gt;Input_GetKeyState(HGEK_S)) //下 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_drection = UP; } else if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_drection = RIGHTDOWN; } else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_drection = LEFTDOWN; } else { m_drection = DOWN; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1"));</div><br />
<div>SetMode(MOVE); } else if(hge-&gt;Input_GetKeyState(HGEK_D)) //右 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_drection = RIGHTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_drection = RIGHTDOWN; } else if(hge-&gt;Input_GetKeyState(HGEK_A)) { m_drection = LEFT; } else { m_drection = RIGHT; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1"));</div><br />
<div>SetMode(MOVE); } else if(hge-&gt;Input_GetKeyState(HGEK_A)) //左 { if(hge-&gt;Input_GetKeyState(HGEK_W)) { m_drection = LEFTUP; } else if(hge-&gt;Input_GetKeyState(HGEK_D)) { m_drection = RIGHT; } else if(hge-&gt;Input_GetKeyState(HGEK_S)) { m_drection = LEFTDOWN; } else { m_drection = LEFT; } spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-move1"));</div><br />
<div>SetMode(MOVE); } if(hge-&gt;Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-attact1")); spr[m_drection]-&gt;SetSpeed(15); spr[m_drection]-&gt;SetFrame(0); }</div><br />
<div>break; case ATTACT: //攻击状态 if(spr[m_drection]-&gt;GetFrame()==7) { SetMode(WAIT); spr[m_drection]-&gt;SetTexture(FGResMangner::mangner-&gt;GetTexture("role2-waiting")); spr[m_drection]-&gt;SetSpeed(5); } break; case BATTACT: //被攻击状态 break; case DEATH: //死亡状态 break; }</div><br />
<div>}</div><br />
<div>void FGMyRole::Render(){ spr[m_drection]-&gt;Render(m_x,m_y);}</div><br />
<div>void FGMyRole::InitEquips(){ for(int i=0;i&lt;5;i ) { Equips[i] = NULL; } </div><br />
<div>switch(m_ID) { case 0://角色1 //武器 Equips[0] = new Weanpon(ItemObject::WEANPON,0,0,0,0); //防具 Equips[1] = new Clothes(ItemObject::CLOTHES,1,9,9,0); //鞋子 Equips[2] = new Clothes(ItemObject::CLOTHES,2,11,11,0); //饰品 Equips[3] = new Clothes(ItemObject::CLOTHES,3,12,12,0); //饰品 Equips[4] = new Clothes(ItemObject::CLOTHES,4,12,12,0); break; case 1://角色2 Equips[0] = new Weanpon(ItemObject::WEANPON,1,1,1,0); break; } } </div><br />
<div></div><br />
<div>FGRoleManager.h文件:</div><br />
<div></div><br />
<div>class FGRoleManager{public: //管理类对象.此对象只有一个 static FGRoleManager* mangner; </div><br />
<div>//当前选中的角色对象 static FGRoleObject* CurRole;</div><br />
<div>//角色的id号连表用来记录整个游戏玩家 一共拥有多少个角色的ID list&lt;short&gt; listid;</div><br />
<div>list&lt;short&gt;::iterator iterid;</div><br />
<div>~FGRoleManager(void);</div><br />
<div>static FGRoleManager* Instance(HGE* _hge) { if(0 == mangner) { hge = _hge; </div><br />
<div>FGRoleObject::Init(hge); </div><br />
<div>return mangner = new FGRoleManager(); }</div><br />
<div>return mangner; }</div><br />
<div>void Logic();</div><br />
<div>void Render();</div><br />
<div>void AddRole(FGRoleObject&amp; _object);</div><br />
<div>void DeleteRole(FGRoleObject&amp; _object);</div><br />
<div>//获取角色-根据ID来获取 FGRoleObject* GetRole(short id);</div><br />
<div>//货物角色id从list中 short GetIDFromeList(short index);</div><br />
<div>//获取我方阵营人数 short GetMyRoleNums();</div><br />
<div>//获取敌方阵营人数 short GetEnemyNums(); protected:</div><br />
<div>private: list&lt;FGRoleObject*&gt; listobject;</div><br />
<div>list&lt;FGRoleObject*&gt;::iterator iterobject; </div><br />
<div>FGRoleManager(void);</div><br />
<div>static HGE* hge; };</div><br />
<div></div><br />
<div>FGRoleManager.cpp文件:</div><br />
<div></div><br />
<div>HGE* FGRoleManager::hge = NULL;</div><br />
<div>FGRoleManager* FGRoleManager::mangner = NULL;</div><br />
<div>FGRoleObject* FGRoleManager::CurRole = NULL;</div><br />
<div>FGRoleManager::FGRoleManager(void){</div><br />
<div>} </div><br />
<div>FGRoleManager::~FGRoleManager(void){</div><br />
<div>} void FGRoleManager::Logic(){ //所有角色各自运行自己的逻辑 for(iterobject = listobject.begin();iterobject!= listobject.end();iterobject ) { (*iterobject)-&gt;Logic(); }}</div><br />
<div>void FGRoleManager::Render(){ //所有角色各自运行自己的绘制 for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { (*iterobject)-&gt;Render(); }}</div><br />
<div>void FGRoleManager::AddRole(FGRoleObject&amp; _object){ //加入角色对象 listobject.push_front(&amp;_object);</div><br />
<div>//加入角色id listid.push_back((&amp;_object)-&gt;GetID());</div><br />
<div>}</div><br />
<div>void FGRoleManager::DeleteRole(FGRoleObject&amp; _object){ if(listobject.empty()) return; listobject.remove(&amp;_object);}</div><br />
<div>short FGRoleManager::GetMyRoleNums(){ short temp = 0;</div><br />
<div>for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)-&gt;GetCamp() == PLAYER) { temp ; } } return temp; }</div><br />
<div>short FGRoleManager::GetEnemyNums(){ short temp = 0;</div><br />
<div>for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)-&gt;GetCamp() == ENEMY) { temp ; } }</div><br />
<div>return temp; }</div><br />
<div>FGRoleObject* FGRoleManager::GetRole(short id){ for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if(id == (*iterobject)-&gt;GetID() ) { return *iterobject; } }</div><br />
<div>return NULL;}</div><br />
<div>short FGRoleManager::GetIDFromeList(short index){ int tempindex = 0;</div><br />
<div>for(iterid = listid.begin();iterid!=listid.end(); iterid ) { if(tempindex == index) { return *iterid; } tempindex ; }</div><br />
<div>return 0;}</div><br />
<div></div><br />
<div>此设计运用了继承和多状.在管理类(FGRoleManager)里有一个基类(FGRoleObjetct)的list 来存放子类对象,通过list来统一管理子类对象.</div><br />
<div>下面我写下自己的一些设计想法： </div><br />
<div>基本类FGRoleObject：</div><br />
<div>类成员：</div><br />
<div>只允许写游戏角色拥有的属性：比如hp mp x y(角色的坐标)等</div><br />
<div>说明：为了让此类更加的通用，何为通用呢？就是这个类可以适用于任何游戏，在编写任何游戏的时候都可以拿来使用，由于制作游戏的引擎不一样，那么绘制的处理也会不一样，因此基类的成员里只能写整个游戏角色所需要的属性变量。</div><br />
<div>类成员函数：</div><br />
<div>游戏角色通用的行为，比如碰撞处理，属性的设置等等 ，没 个角色必须得用的上的。 </div><br />
<div></div><br />
<div>子类FGMyRole:</div><br />
<div>此类里的成员，可以加入角色的一些特有的变量，根据不同的引擎的绘制处理机制不同，对应不同的资源对象，比如在这个类的 采用 的是hge的动画对象来绘制角色，那么成员里就可以加入动画类的对象，另外角色还装备系统，自然也要加上管理装备的数据结构，这里是用一个一纬数组。 </div><br />
<div></div><br />
<div>整个角色的管理类 FGRoleManager:</div><br />
<div>此类利用list角色基类指针的连表来管理角色的每一个对象 成员方法主要实现整个游戏的角色的添加，删除，通过编号来获取某个角色等等。此类采用单件模式，整个游戏里只有一个角色管理对象，次对象管理NPC 我放，敌方，中立等角色。这些角色可以全部加入到list连表里统一管理，比如统一绘制，统一逻辑等等。由于连表里存在不同类型的对象，那么就必须得有一个种类的标示，此类里用了一个种类的enum枚举 目前只写了我方阵营类型 和敌方阵营类型 后面还回有中立的类型，比如npc。有了这个类型标示 那么就可以很轻松的获取各种角色对象了。</div><br />
<div></div><br />
<div>以上是角色模块的初步设计，本人初C 大家对我的设计想法有什么好的意见请第一时间 提出 互相学习，qq:350544011.</div></div></div></div></div></div></div></div></div><img src ="http://www.cppblog.com/gongjing19861110/aggbug/168608.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-22 14:51 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168608.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>函数重载的理解</title><link>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168603.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Thu, 22 Mar 2012 06:32:00 GMT</pubDate><guid>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168603.html</guid><wfw:comment>http://www.cppblog.com/gongjing19861110/comments/168603.html</wfw:comment><comments>http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168603.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/gongjing19861110/comments/commentRss/168603.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/gongjing19861110/services/trackbacks/168603.html</trackback:ping><description><![CDATA[<p><br /><span style="color: #0000ff">int fun1(int x,float y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp; return 0;</span><br /><span style="color: #0000ff">} </span><br />&nbsp;<br /><span style="color: #0000ff">//1.函数名相同,如果参数个数相同,参数类型顺序不同,该函数属于重载函数.</span><br /><span style="color: #0000ff">int fun1(float x,int y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp; return 0;</span><br /><span style="color: #0000ff">}</span><br /><span style="color: #0000ff">//2.函数名相同,如果参数不同,参数类型顺序不同或者相同,该函数属于重载函数</span><br /><span style="color: #0000ff">int fun1(float x,int y,int z)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp; return 0;</span><br /><span style="color: #0000ff">}</span></p>
<p><span style="color: #0000ff">int fun1(int x,float y,int z)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp;return 0;</span><br /><span style="color: #0000ff">}</span></p>
<p><span style="color: #0000ff">int fun1(float y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp;return 0;</span><br /><span style="color: #0000ff">}</span></p>
<p><span style="color: #0000ff">//3. 以上条件如果是重载函数,如果这两个函数返回值不同 这两个函数也是重载函数 </span><br /><span style="color: #0000ff">void fun1(float y,float y1)</span><br /><span style="color: #0000ff">{</span><br />&nbsp; <br /><span style="color: #0000ff">}</span></p>
<p><span style="color: #0000ff">/*void fun1(float y) //错误 int fun1(float y)和 void fun1(float y)属于同一个重载函数</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">&nbsp;return 0;</span><br /><span style="color: #0000ff">}&nbsp; </span><br /><span style="color: #0000ff">*/</span></p>
<p><span style="color: #0000ff">&nbsp;//4.类型转换导致重载函数产生二义性</span><br /><span style="color: #0000ff">void fun1(int y)</span><br /><span style="color: #0000ff">{</span><br />&nbsp; <br /><span style="color: #0000ff">} </span></p>
<p><span style="color: #0000ff">int _tmain(int argc, _TCHAR* argv[])</span><br /><span style="color: #0000ff">{</span><br />&nbsp; <br /><span style="color: #0000ff">&nbsp; fun1(0.5);//产生二义性,fun1函数 </span><br /><span style="color: #0000ff">&nbsp;&nbsp;&nbsp;&nbsp;//重载里有两个函数分别为 </span><br /><span style="color: #0000ff">&nbsp;&nbsp;&nbsp;&nbsp;//fun1(int y)和 fun2(flaot y) </span><br />&nbsp; <br />&nbsp;<br /><span style="color: #0000ff">&nbsp;return 0;</span><br /><span style="color: #0000ff">}</span></p>
<p>&nbsp;</p><img src ="http://www.cppblog.com/gongjing19861110/aggbug/168603.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-22 14:32 <a href="http://www.cppblog.com/gongjing19861110/archive/2012/03/22/168603.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>