天行健 君子当自强而不息

玩家和角色控制DEMO平行镜头版

 

下载源码和工程

 


修改的关键代码以红色标示:


/*
                                  0
                                  ^
                                   |
                                   |
                                   |  
4.71----------------------------------------> 1.57
                                   |
                                   |
                                   |
                                   |
                                3.14 
*/


const float g_angles[13] =
{
0.0f,
0.0f, 1.57f, 0.785f, 3.14f,
0.0f, 2.355f, 0.0f, 4.71f,
5.495f, 0.0f, 0.0f, 3.925f
};
 
 
void cGameCharController::pc_update(sCharacter* character, long elapsed,
                                    
float* x_move, float* y_move, float* z_move)
{
    
if(character->id != CHAR_PC)
        
return;

    
float speed = elapsed/500.0f * get_speed(character);
    
long m_action = m_app->get_input();        

    
cCamera* camera = m_app->get_camera();

    
static float move_angle = 0.0f;
    
    if
((m_action & PRESS_UP) || (m_action & PRESS_RIGHT) || (m_action & PRESS_DOWN) || (m_action & PRESS_LEFT))
    {
        move_angle = g_angles[m_action] + camera->m_y_rot;  
// key diretion + mouse direction

        *x_move = sin(move_angle) * speed;
        *z_move = cos(move_angle) * speed;

        character->direction = move_angle;
        character->action    = CHAR_MOVE;
    }        


    sCharacter* char_ptr;
    
float x_diff, y_diff, z_diff, dist;

    
// attack a nearby monster or process NPC script
    if(m_action & PRESS_SPACE)
    {
        
for(char_ptr = get_root_char(); char_ptr != NULL; char_ptr = char_ptr->next)
        {
            
// only check other characters
            if(char_ptr->id == character->id)
                
continue;
            
            x_diff = fabs(char_ptr->pos_x - character->pos_x);
            y_diff = fabs(char_ptr->pos_y - character->pos_y);
            z_diff = fabs(char_ptr->pos_z - character->pos_z);

            dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

            
// only check characters within 1000.0 units distance
            if(dist > 10000.0f)
                
continue;
            
            
if(char_ptr->script_filename[0])
                m_app->m_game_script.execute(char_ptr->script_filename);
            
else
            {
                
// turn toward victim
                x_diff = char_ptr->pos_x - character->pos_x;
                z_diff = char_ptr->pos_z - character->pos_z;

                character->direction = atan2(x_diff, z_diff);

                character->victim  = char_ptr;
                char_ptr->attacker = character;

                m_app->m_gc_controller.set_char_action(character, CHAR_ATTACK, 0);
            }

            
break;
        }
    }

    
long spell_index = SPELL_FIRE;

    
// cast spells
    if(m_action & PRESS_1 || m_action & PRESS_2 || m_action & PRESS_3)
    {
        
// get spell index to cast
        if(m_action & PRESS_1)    spell_index = SPELL_FIRE;
        
if(m_action & PRESS_2)    spell_index = SPELL_GROUNDBALL;
        
if(m_action & PRESS_3)    spell_index = SPELL_ICE;

        
float spell_max_dist = m_app->m_spell_controller.get_spell(spell_index)->max_dist;

        
// search for closest monster
        for(char_ptr = get_root_char(); char_ptr != NULL; char_ptr = char_ptr->next)
        {
            
if(char_ptr->type == CHAR_MONSTER)
            {
                x_diff = fabs(char_ptr->pos_x - character->pos_x);
                y_diff = fabs(char_ptr->pos_y - character->pos_y);
                z_diff = fabs(char_ptr->pos_z - character->pos_z);

                dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                
if(dist <= (spell_max_dist * spell_max_dist))
                {
                    character->spell_index = spell_index;
                    character->target_type = CHAR_MONSTER;
                    character->target_x    = char_ptr->pos_x;
                    character->target_y    = char_ptr->pos_y;
                    character->target_z    = char_ptr->pos_z;

                    
// turn toward victim
                    x_diff = char_ptr->pos_x - character->pos_x;
                    z_diff = char_ptr->pos_z - character->pos_z;
                    character->direction = atan2(x_diff, z_diff);

                    m_app->m_gc_controller.set_char_action(character, CHAR_SPELL, 0);
                    
break;
                }
            }
        }
    }
}

 
bool cApp::frame()
{
    
static DWORD update_counter = timeGetTime();

    
// lock to 30fps
    if(timeGetTime() < update_counter + 33)
        
return true;

    DWORD elapsed = timeGetTime() - update_counter;

    update_counter = timeGetTime();

    m_keyboard.acquire();
    m_keyboard.read();
    m_mouse.read();

    
// exit if ESC pressed
    if(m_keyboard.get_key_state(KEY_ESC))
        
return false;

    m_gc_controller.update(33);
    m_spell_controller.update(33);

    
static sCharacter* character = m_gc_controller.get_char(CHAR_PC);

    
static float cam_angle = 0.0f;

    cam_angle -= ((float
)m_mouse.get_x_delta() * elapsed / 800.0f);

    m_camera.point(character->pos_x + cos(cam_angle) * 300.0f, 
                   character->pos_y + 100.0f, 
                   character->pos_z + sin(cam_angle) * 300.0f,
                   character->pos_x, 0.0f, character->pos_z);
    
    set_display_camera(&m_camera);

    
    clear_display(0, 1.0f);

    
if(begin_display_scene())
    {
        enable_zbuffer();

        m_terrain_object.render();
        m_gc_controller.render(-1, NULL, 0);
        m_spell_controller.render(NULL, 0);        

        
char stats[128];

        sprintf(stats, "HP: %ld / %ld\r\nMP: %ld / %ld",
                character->health_points, character->char_def.health_points,
                character->mana_points, character->char_def.mana_points);

        draw_font(m_font, stats, 2, 2, 0, 0, COLOR_WHITE, DT_LEFT);

        end_display_scene();
    }

    present_display();

    
return true;
}

posted on 2007-12-10 10:16 lovedday 阅读(732) 评论(0)  编辑 收藏 引用 所属分类: ■ RPG Program


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