一、游戏脚本的概念
玩RPG游戏一定要懂得脚本,那可是掌控剧情发展、突发事件出现和地图变换等等的神奇代码~
二、游戏脚本化的必要性
为什么非要用脚本来玩游戏?直接搞定不就得了吗?改个剧情就要重启,真是烦人极了。老是出错。不如咱试着搞这么一下,把常用的数据全写到外面的文档里,照着这上面的来玩游戏,这样岂不是简单多了!
三、实现游戏脚本化的方法
想要搞个游戏脚本?有XML和JSON两种选择,或者你也可以自创规则。这回咱们就用JSON,因为JavaScript操作起来简单方便。把地图啊、角色什么的都存在一大串 JSON 里面,然后让脚本来搞定就行了!玩起来特别爽!
四、地图场景添加与人物对话
var script = { stage01:{ map:[ [18,18,18,18,18,18,18,18,18,18,18,18,55,55,18,18,18], [18,18,18,17,17,17,17,17,17,17,17,17,55,55,17,17,18], [18,18,17,17,17,17,18,18,17,17,17,17,55,55,17,17,18], [18,17,17,17,18,18,18,18,18,17,17,55,55,17,17,17,18], [18,17,17,18,22,23,23,23,24,18,17,55,55,17,17,17,18], [18,17,17,18,25,28,26,79,27,18,55,55,17,17,17,17,18], [18,17,17,17,17,10,11,12,18,18,55,55,17,17,17,17,18], [18,18,17,17,10,16,16,16,11,55,55,17,17,17,17,17,18], [18,18,17,17,77,16,16,16,16,21,21,17,17,17,17,17,18], [18,18,17,17,77,16,16,16,16,55,55,17,17,17,17,17,18], [18,18,18,18,18,18,18,18,18,55,55,18,18,18,18,18,18]], mapdata:[ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,1], [1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1], [1,0,0,0,1,1,1,1,1,0,0,1,1,0,0,0,1], [1,0,0,1,1,1,1,1,1,1,0,1,1,0,0,0,1], [1,0,0,1,1,1,0,1,1,1,1,1,0,0,0,0,1], [1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]], add:[ {chara:"player",img:"mingren",x:5,y:6}, {chara:"npc",img:"npc1",x:7,y:6}, {chara:"npc",img:"npc1",x:3,y:3}], talk:{ talk1:[ {img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"}, {img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"} ], talk2:[ {img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"}, {img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"} ] } } };
来玩个游戏!首先在纸上画出你想要的东西,然后写下对话。做完这些后,读取JSON,你就会看到你脑中的画面出现在手机上了!记住这个initScript函数很厉害哦;另外luvylegend的removeAllChild方法也好用得不得了,可以让页面瞬间变干净!
五、利用脚本实现地图场景切换
function initScript(){ //地图位置初始化 mapLayer.x = 0; mapLayer.y = 0; //地图层初始化 mapLayer.removeAllChild(); //人物层初始化 charaLayer.removeAllChild(); //效果层初始化 effectLayer.removeAllChild(); //对话层初始化 talkLayer.removeAllChild(); //地图数据获取 map = stage.map; mapdata = stage.mapdata; //对话数据获取 talkScriptList = stage.talk; //添加地图 addMap(0,0); delMap(); //添加人物 addChara(); }
想学脚本怎么玩么?很简单,在JSON文件里加个新场景,再设置跳转点就能搞定。看看主角是不是得往前走,调整下跳转点的数值,让他痛快地在各场景间跳来跳去!
//添加人物 function addChara(){ var charaList = stage.add; var chara,charaObj; for(var i=0;i<charaList.length;i++){ charaObj = charaList[i]; if(charaObj.chara == "player"){ //加入英雄 bitmapdata = new LBitmapData(imglist[charaObj.img]); chara = new Character(true,i,bitmapdata,4,4); player = chara; }else{ //加入npc bitmapdata = new LBitmapData(imglist[charaObj.img]); chara = new Character(false,i,bitmapdata,4,4); } chara.x = charaObj.x * 32; chara.y = charaObj.y * 32; charaLayer.addChild(chara); } }
六、代码实现与效果展示
搞定了!只需要把主角的’onmove’函数修改下就可以了。跟我们之前做过的差不多,直接改改JS文件和代码就行了。然后赶紧按下’开始’按钮,看看,你的主角马上就在各张地图之间自由穿越!
七、学习与拓展
你懂了剧本和地图换位思考以后,就算入门游戏编程了,怎么使用这些东西也能摸清门道。然后赶紧用起来!不止在游戏上用,平时生活也是能用的,这样我们干活儿顺手多了,生活也有趣多!
八、技术分享与社区交流
瞧这里!简单易懂的开源RPG教学就在这了!保准让你一眼就明白,秒变资深玩家~还等什么?快来论坛加入我们!提升自己,鼓励大家共同进步,不只是梦想!
var script = { stage01:{ map:[ [18,18,18,18,18,18,18,18,18,18,18,18,55,55,18,18,18], [18,18,18,17,17,17,17,17,17,17,17,17,55,55,17,17,18], [18,18,17,17,17,17,18,18,17,17,17,17,55,55,17,17,18], [18,17,17,17,18,18,18,18,18,17,17,55,55,17,17,17,18], [18,17,17,18,22,23,23,23,24,18,17,55,55,17,17,17,18], [18,17,17,18,25,28,26,79,27,18,55,55,17,17,17,17,18], [18,17,17,17,17,10,11,12,18,18,55,55,17,17,17,17,18], [18,18,17,17,10,16,16,16,11,55,55,17,17,17,17,17,18], [18,18,17,17,77,16,16,16,16,21,21,17,17,17,17,17,18], [18,18,17,17,77,16,16,16,16,55,55,17,17,17,17,17,18], [18,18,18,18,18,18,18,18,18,55,55,18,18,18,18,18,18]], mapdata:[ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,1], [1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1], [1,0,0,0,1,1,1,1,1,0,0,1,1,0,0,0,1], [1,0,0,1,1,1,1,1,1,1,0,1,1,0,0,0,1], [1,0,0,1,1,1,0,1,1,1,1,1,0,0,0,0,1], [1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1], [1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]], add:[ {chara:"player",img:"mingren",x:5,y:6}, {chara:"npc",img:"npc1",x:7,y:6}, {chara:"npc",img:"npc1",x:3,y:3}], talk:{ talk1:[ {img:"m",name:"鸣人",msg:"我是木叶村的鸣人,你是谁?"}, {img:"n",name:"黑衣忍者甲",msg:"你就是鸣人?九尾还在你身体里吗?"} ], talk2:[ {img:"n",name:"黑衣忍者乙",msg:"鸣人,听说忍者大战就要开始了。"}, {img:"m",name:"鸣人",msg:"真的吗?一定要想想办法啊。"} ] }, jump:[ {at:{x:6,y:5},to:"stage02"} ] }, stage02:{ map:[ [0,0,1,2,2,2,2,2,2,2,2,1,0,0,0], [0,0,1,3,5,5,1,5,5,5,5,1,0,0,0], [0,0,1,80,4,4,1,80,4,4,4,1,0,0,0], [0,0,1,80,4,4,1,80,8,7,8,1,0,0,0], [0,0,1,80,4,4,5,81,4,4,4,1,0,0,0], [0,0,1,2,2,2,6,4,4,4,4,1,0,0,0], [0,0,1,3,5,5,81,4,4,4,4,1,0,0,0], [0,0,1,80,4,4,4,4,4,4,9,1,0,0,0], [0,0,1,2,2,2,2,6,2,2,2,1,0,0,0]], mapdata:[ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,0,0,0,1,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,1,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,1,0,0,1,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1], [1,1,1,1,1,1,0,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,0,1,1,1,1], [1,1,1,0,0,0,0,0,0,0,1,1,1,1,1], [1,1,1,1,1,1,1,0,1,1,1,1,1,1,1]], add:[ {chara:"player",img:"mingren",x:7,y:8}, {chara:"npc",img:"npc1",x:8,y:3}, {chara:"npc",img:"npc1",x:10,y:3}], talk:{ talk1:[ {img:"m",name:"鸣人",msg:"你们在干什么啊?"}, {img:"n",name:"黑衣忍者甲",msg:"我们在喝茶。"} ], talk2:[ {img:"n",name:"黑衣忍者乙",msg:"我们在喝茶,你不要打扰我们。"}, {img:"m",name:"鸣人",msg:"....."} ] }, jump:[ {at:{x:7,y:8},to:"stage01"} ] } };
九、持续优化与创新
新技术天天都在变厉害,咋能不抓紧学习?想知道点新鲜事吗?那就试试最新款的科技产品,多操练就能找到最好用的方法!这样才能随时准备好应对未来可能出现的各种问题,是不是?
/** * 开始移动 **/ Character.prototype.onmove = function (){ var self = this; //设定一个移动步长中的移动次数 var ml_cnt = 4; //计算一次移动的长度 var ml = STEP/ml_cnt; //根据移动方向,开始移动 switch (self.direction){ case UP: if(mapmove){ mapLayer.y += ml; charaLayer.y += ml; } self.y -= ml; break; case LEFT: if(mapmove){ mapLayer.x += ml; charaLayer.x += ml; } self.x -= ml; break; case RIGHT: if(mapmove){ mapLayer.x -= ml; charaLayer.x -= ml; } self.x += ml; break; case DOWN: if(mapmove){ mapLayer.y -= ml; charaLayer.y -= ml; } self.y += ml; break; } self.moveIndex++; //当移动次数等于设定的次数,开始判断是否继续移动 if(self.moveIndex >= ml_cnt){ //一个地图步长移动完成后,判断地图是否跳转 if(self.isHero && self.moveIndex > 0)checkJump(); self.moveIndex = 0; //一个地图步长移动完成后,如果地图处于滚动状态,则移除多余地图块 if(mapmove)delMap(); //如果已经松开移动键,或者前方为障碍物,则停止移动,否则继续移动 if(!isKeyDown || !self.checkRoad()){ self.move = false; return; }else if(self.direction != self.direction_next){ self.direction = self.direction_next; self.anime.setAction(self.direction); } //地图是否滚动 self.checkMap(self.direction); } };
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