﻿<?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-随笔分类-HGE 2D游戏引擎学习笔记</title><link>http://www.cppblog.com/gongjing19861110/category/18896.html</link><description>坚持不懈每一天</description><language>zh-cn</language><lastBuildDate>Thu, 22 Mar 2012 06:57:02 GMT</lastBuildDate><pubDate>Thu, 22 Mar 2012 06:57:02 GMT</pubDate><ttl>60</ttl><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>0</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="SA"><em>&#9670;</em><span>&#9670;</span></div>
<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></channel></rss>