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我在网上找到一偏这样的文章:
type
TDirection = (DrUp, DrDown, DrLeft, DrRight, DrUpLeft, DrUpRight, DrDownLeft, DrDownRight);
{自定义游戏中所用到的方向}
TPlayerSprite = class (TImageSprite)
CanMove: Boolean;
protected
procedure DoMove(MoveCount: Integer); override;
procedure MoveTo(MoveCount:Integer; Direction: TDirection);
procedure DoCollision(Sprite: TSprite; var Done: Boolean); override;
end;
这个是游戏中人物运动处理的一个类
procedure TPlayerSprite.DoCollision(Sprite: TSprite; var Done: Boolean);
begin
Done:=False; {已经侦测到碰撞,不再重复检测碰撞}
{检测游戏人物是否与其它精灵发生了碰撞,此处可以扩展为对话等情节}
end;
procedure TPlayerSprite.DoMove(MoveCount: Integer);
var
l,r,d,u: Boolean;
absX,absY: Integer; {游戏人物的当前位置与目的地的绝对距离}
begin
inherited DoMove(MoveCount);
MoveCount:=Trunc(MoveCount*1.5);
l:=false; r:=false; u:=false; d:=false;
if (Trunc(X)-MainForm.AnchorX>0) then l:=true else r:=true;
if (Trunc(Y)-MainForm.AnchorY>0) then u:=true else d:=true;
absX:=abs(Trunc(X)-MainForm.AnchorX);
absY:=abs(Trunc(Y)-MainForm.AnchorY);
if absX<4 then begin l:=false; r:=false; end;
if absY<4 then begin u:=false; d:=false; end;
{如果绝对距离已经小于四个象素,则认为已经到达目的地}
if u and l and not d and not r then MoveTo(MoveCount,DrUpLeft);
if u and r and not l and not d then MoveTo(MoveCount,DrUpRight);
if d and l and not r and not u then MoveTo(MoveCount,DrDownLeft);
if d and r and not u and not l then MoveTo(MoveCount,DrDownRight);
if d and not l and not r and not u then MoveTo(MoveCount,DrDown);
if u and not l and not r and not d then MoveTo(MoveCount,DrUp);
if l and not u and not r and not d then MoveTo(MoveCount,DrLeft);
if r and not l and not u and not d then MoveTo(MoveCount,DrRight);
{根据目的地来判断运动的方向,从而播放相应方向运动的动画}
Collision; {检测碰撞}
Engine.X := -X+Engine.Width div 2 - Width div 2;
Engine.Y := -Y+Engine.Height div 2 - Height div 2;
{移动引擎,从而是游戏人物处于舞台的正中央}
end;
procedure TMainForm.DXTimerTimer(Sender: TObject; LagCount: Integer);
begin
if not DXDraw.CanDraw then exit;
{检测DXDraw是否可以画,否则退出}
DXInput.Update;
{捕捉各类设备输入,这里我们用来检测鼠标的输入}
LagCount := 1000 div 60;
{用来控制整个游戏运行速度的参数}
DXSpriteEngine.Move(LagCount);
DXSpriteEngine.Dead;
DXDraw.Surface.Fill(0);
{将整个屏幕填充为黑色}
DXSpriteEngine.Draw;
with DXDraw.Surface.Canvas do
begin
brush.style:=bsclear;
pen.style:=psclear;
pen.color:=clwhite;
Font.Color:=clWhite;
Font.Size:=10;
textout(10,10,'Press ESC to Quit');
textout(100,100,'X: '+IntToStr(AnchorX)+'Y: '+IntToStr(AnchorY));
{鼠标点击的位置经转换后在游戏世界中的坐标}
textout(100,200,'Sprit x:'+IntToStr(Trunc(PlayerSprite.x))+'Y: ' +IntToStr(Trunc(PlayerSprite.y)));
{精灵在游戏世界中的坐标}
textout(100,300,'Relative x:'+IntToStr(AnchorX-Trunc(PlayerSprite.x))+'Y: ' +IntToStr(AnchorY-Trunc(PlayerSprite.y)));
{精灵当前位置与目的地之间的绝对距离}
textout(200,100,'Mouse x:'+IntToStr(MainForm.MouseX)+'Y: ' +IntToStr(MainForm.MouseY));
{鼠标当前位置,相对于窗口左上角,未转换为游戏世界坐标}
Release;
end;
{在字母上输出相应参数,用于程序调试}
DXDraw.Flip;
{将内存中的后台表面翻转到当前并且显示}
end;
procedure TMainForm.DXDrawFinalize(Sender: TObject);
begin
DXTimer.Enabled := False;
{关闭定时器}
end;
procedure TMainForm.DXDrawInitialize(Sender: TObject);
begin
DXTimer.Enabled := True;
{启动定时器}
end;
procedure TMainForm.FormCreate(Sender: TObject);
begin
Steps:=0;
AnchorX:=0;
AnchorY:=0;
MouseX:=320;
MouseY:=240;
{默认使鼠标处于屏幕的中央}
ImageList.Items.MakeColorTable;
DXDraw.ColorTable := ImageList.Items.ColorTable;
DXDraw.DefColorTable := ImageList.Items.ColorTable;
DXDraw.UpdatePalette;
{更新系统调色板}
BackSprite:=TBackgroundSprite.Create(DXSpriteEngine.Engine);
with TBackgroundSprite(BackSprite) do
begin
SetMapSize(1, 1);{设定背景显示样式为1×1}
Image := ImageList.Items.Find('background'); {载入背景图片}
Z := -2; {设定背景层次}
Tile := True; {设定背景填充样式为平铺}
end;
PlayerSprite := TPlayerSprite.Create(DXSpriteEngine.Engine);
with TPlayerSprite(PlayerSprite) do
begin
Image := ImageList.Items.Find('player');
Z := 2;
Width := Image.Width;
Height := Image.Height;
end;
{载入游戏人物}
end;
procedure TMainForm.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
{如果按了Esc,则退出}
if Key=VK_ESCAPE then
Close;
{全屏模式和窗口模式的切换}
if (ssAlt in Shift) and (Key=VK_RETURN) then
begin
DXDraw.Finalize;
if doFullScreen in DXDraw.Options then
begin
RestoreWindow;
DXDraw.Cursor := crNone;
BorderStyle := bsSizeable;
DXDraw.Options := DXDraw.Options - [doFullScreen];
end else
begin
StoreWindow;
DXDraw.Cursor := crNone;
BorderStyle := bsNone;
DXDraw.Options := DXDraw.Options + [doFullScreen];
end;
DXDraw.Initialize;
end;
end;
procedure TMainForm.DXDrawMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
AnchorX := x + Trunc(PlayerSprite.x)-320;
AnchorY := y + Trunc(PlayerSprite.y)-240;
{将鼠标在屏幕上点击的位置转换到游戏世界中}
PlayerSprite.CanMove:=True;
{此参数允许鼠标拖动}
end;
procedure TMainForm.DXDrawMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
begin
if PlayerSprite.CanMove then
begin
AnchorX := x + Trunc(PlayerSprite.x)-320;
AnchorY := y + Trunc(PlayerSprite.y)-240;
{在鼠标拖动过程中将鼠标在屏幕上点击的位置转换到游戏世界中}
end;
MouseX:=X;
MouseY:=Y;
{鼠标当前位置}
end;
procedure TMainForm.DXDrawMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
PlayerSprite.CanMove:=False;
end;
procedure TMainForm.FormClose(Sender: TObject; var Action: TCloseAction);
begin
DXSpriteEngine.Free;
end;
procedure TPlayerSprite.MoveTo(MoveCount: Integer; Direction: TDirection);
begin
{控制精灵往各个方向移动}
case Direction of
DrUp:
begin
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+20+1;
{当前动画中播放的图片序号}
if steps>4*speed-2 then steps:=0;
end;
DrDown:
begin
Y := Y+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+1;
if steps> 4*speed-2 then steps:=0;
end;
DrLeft:
begin
X := X-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+10+1;
if steps>4*speed-2 then steps:=0;
end;
DrRight:
begin
X := X+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+30+1;
if steps>4*speed-2 then steps:=0;
end;
DrUpLeft:
begin
X := X-(150/1000)*MoveCount;
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+15+1;
if steps>4*speed-2 then steps:=0;
end;
DrUpRight:
begin
X := X+(150/1000)*MoveCount;
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+25+1;
if steps>4*speed-2 then steps:=0;
end;
DrDownLeft:
begin
X := X-(150/1000)*MoveCount;
Y := Y+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+5+1;
if steps>4*speed-2 then steps:=0;
end;
DrDownRight:
begin
X := X + (150/1000)*MoveCount;
Y := Y + (150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+35+1;
if steps>4*speed-2 then steps:=0;
end;
end;
end;
可是在程序中我找不到那个类的入口点,也就是没有调用这个类中的方法啊,
可程序中人物可以行走,不知道怎么会事?
其实我的主要目的就是在程序中生成几个NPC让它自己行动,但是用上面这些不能实现,
只能生成一个NPC图片
type
TDirection = (DrUp, DrDown, DrLeft, DrRight, DrUpLeft, DrUpRight, DrDownLeft, DrDownRight);
{自定义游戏中所用到的方向}
TPlayerSprite = class (TImageSprite)
CanMove: Boolean;
protected
procedure DoMove(MoveCount: Integer); override;
procedure MoveTo(MoveCount:Integer; Direction: TDirection);
procedure DoCollision(Sprite: TSprite; var Done: Boolean); override;
end;
这个是游戏中人物运动处理的一个类
procedure TPlayerSprite.DoCollision(Sprite: TSprite; var Done: Boolean);
begin
Done:=False; {已经侦测到碰撞,不再重复检测碰撞}
{检测游戏人物是否与其它精灵发生了碰撞,此处可以扩展为对话等情节}
end;
procedure TPlayerSprite.DoMove(MoveCount: Integer);
var
l,r,d,u: Boolean;
absX,absY: Integer; {游戏人物的当前位置与目的地的绝对距离}
begin
inherited DoMove(MoveCount);
MoveCount:=Trunc(MoveCount*1.5);
l:=false; r:=false; u:=false; d:=false;
if (Trunc(X)-MainForm.AnchorX>0) then l:=true else r:=true;
if (Trunc(Y)-MainForm.AnchorY>0) then u:=true else d:=true;
absX:=abs(Trunc(X)-MainForm.AnchorX);
absY:=abs(Trunc(Y)-MainForm.AnchorY);
if absX<4 then begin l:=false; r:=false; end;
if absY<4 then begin u:=false; d:=false; end;
{如果绝对距离已经小于四个象素,则认为已经到达目的地}
if u and l and not d and not r then MoveTo(MoveCount,DrUpLeft);
if u and r and not l and not d then MoveTo(MoveCount,DrUpRight);
if d and l and not r and not u then MoveTo(MoveCount,DrDownLeft);
if d and r and not u and not l then MoveTo(MoveCount,DrDownRight);
if d and not l and not r and not u then MoveTo(MoveCount,DrDown);
if u and not l and not r and not d then MoveTo(MoveCount,DrUp);
if l and not u and not r and not d then MoveTo(MoveCount,DrLeft);
if r and not l and not u and not d then MoveTo(MoveCount,DrRight);
{根据目的地来判断运动的方向,从而播放相应方向运动的动画}
Collision; {检测碰撞}
Engine.X := -X+Engine.Width div 2 - Width div 2;
Engine.Y := -Y+Engine.Height div 2 - Height div 2;
{移动引擎,从而是游戏人物处于舞台的正中央}
end;
procedure TMainForm.DXTimerTimer(Sender: TObject; LagCount: Integer);
begin
if not DXDraw.CanDraw then exit;
{检测DXDraw是否可以画,否则退出}
DXInput.Update;
{捕捉各类设备输入,这里我们用来检测鼠标的输入}
LagCount := 1000 div 60;
{用来控制整个游戏运行速度的参数}
DXSpriteEngine.Move(LagCount);
DXSpriteEngine.Dead;
DXDraw.Surface.Fill(0);
{将整个屏幕填充为黑色}
DXSpriteEngine.Draw;
with DXDraw.Surface.Canvas do
begin
brush.style:=bsclear;
pen.style:=psclear;
pen.color:=clwhite;
Font.Color:=clWhite;
Font.Size:=10;
textout(10,10,'Press ESC to Quit');
textout(100,100,'X: '+IntToStr(AnchorX)+'Y: '+IntToStr(AnchorY));
{鼠标点击的位置经转换后在游戏世界中的坐标}
textout(100,200,'Sprit x:'+IntToStr(Trunc(PlayerSprite.x))+'Y: ' +IntToStr(Trunc(PlayerSprite.y)));
{精灵在游戏世界中的坐标}
textout(100,300,'Relative x:'+IntToStr(AnchorX-Trunc(PlayerSprite.x))+'Y: ' +IntToStr(AnchorY-Trunc(PlayerSprite.y)));
{精灵当前位置与目的地之间的绝对距离}
textout(200,100,'Mouse x:'+IntToStr(MainForm.MouseX)+'Y: ' +IntToStr(MainForm.MouseY));
{鼠标当前位置,相对于窗口左上角,未转换为游戏世界坐标}
Release;
end;
{在字母上输出相应参数,用于程序调试}
DXDraw.Flip;
{将内存中的后台表面翻转到当前并且显示}
end;
procedure TMainForm.DXDrawFinalize(Sender: TObject);
begin
DXTimer.Enabled := False;
{关闭定时器}
end;
procedure TMainForm.DXDrawInitialize(Sender: TObject);
begin
DXTimer.Enabled := True;
{启动定时器}
end;
procedure TMainForm.FormCreate(Sender: TObject);
begin
Steps:=0;
AnchorX:=0;
AnchorY:=0;
MouseX:=320;
MouseY:=240;
{默认使鼠标处于屏幕的中央}
ImageList.Items.MakeColorTable;
DXDraw.ColorTable := ImageList.Items.ColorTable;
DXDraw.DefColorTable := ImageList.Items.ColorTable;
DXDraw.UpdatePalette;
{更新系统调色板}
BackSprite:=TBackgroundSprite.Create(DXSpriteEngine.Engine);
with TBackgroundSprite(BackSprite) do
begin
SetMapSize(1, 1);{设定背景显示样式为1×1}
Image := ImageList.Items.Find('background'); {载入背景图片}
Z := -2; {设定背景层次}
Tile := True; {设定背景填充样式为平铺}
end;
PlayerSprite := TPlayerSprite.Create(DXSpriteEngine.Engine);
with TPlayerSprite(PlayerSprite) do
begin
Image := ImageList.Items.Find('player');
Z := 2;
Width := Image.Width;
Height := Image.Height;
end;
{载入游戏人物}
end;
procedure TMainForm.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
{如果按了Esc,则退出}
if Key=VK_ESCAPE then
Close;
{全屏模式和窗口模式的切换}
if (ssAlt in Shift) and (Key=VK_RETURN) then
begin
DXDraw.Finalize;
if doFullScreen in DXDraw.Options then
begin
RestoreWindow;
DXDraw.Cursor := crNone;
BorderStyle := bsSizeable;
DXDraw.Options := DXDraw.Options - [doFullScreen];
end else
begin
StoreWindow;
DXDraw.Cursor := crNone;
BorderStyle := bsNone;
DXDraw.Options := DXDraw.Options + [doFullScreen];
end;
DXDraw.Initialize;
end;
end;
procedure TMainForm.DXDrawMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
AnchorX := x + Trunc(PlayerSprite.x)-320;
AnchorY := y + Trunc(PlayerSprite.y)-240;
{将鼠标在屏幕上点击的位置转换到游戏世界中}
PlayerSprite.CanMove:=True;
{此参数允许鼠标拖动}
end;
procedure TMainForm.DXDrawMouseMove(Sender: TObject; Shift: TShiftState; X,
Y: Integer);
begin
if PlayerSprite.CanMove then
begin
AnchorX := x + Trunc(PlayerSprite.x)-320;
AnchorY := y + Trunc(PlayerSprite.y)-240;
{在鼠标拖动过程中将鼠标在屏幕上点击的位置转换到游戏世界中}
end;
MouseX:=X;
MouseY:=Y;
{鼠标当前位置}
end;
procedure TMainForm.DXDrawMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
begin
PlayerSprite.CanMove:=False;
end;
procedure TMainForm.FormClose(Sender: TObject; var Action: TCloseAction);
begin
DXSpriteEngine.Free;
end;
procedure TPlayerSprite.MoveTo(MoveCount: Integer; Direction: TDirection);
begin
{控制精灵往各个方向移动}
case Direction of
DrUp:
begin
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+20+1;
{当前动画中播放的图片序号}
if steps>4*speed-2 then steps:=0;
end;
DrDown:
begin
Y := Y+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+1;
if steps> 4*speed-2 then steps:=0;
end;
DrLeft:
begin
X := X-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+10+1;
if steps>4*speed-2 then steps:=0;
end;
DrRight:
begin
X := X+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+30+1;
if steps>4*speed-2 then steps:=0;
end;
DrUpLeft:
begin
X := X-(150/1000)*MoveCount;
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+15+1;
if steps>4*speed-2 then steps:=0;
end;
DrUpRight:
begin
X := X+(150/1000)*MoveCount;
Y := Y-(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+25+1;
if steps>4*speed-2 then steps:=0;
end;
DrDownLeft:
begin
X := X-(150/1000)*MoveCount;
Y := Y+(150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+5+1;
if steps>4*speed-2 then steps:=0;
end;
DrDownRight:
begin
X := X + (150/1000)*MoveCount;
Y := Y + (150/1000)*MoveCount;
Inc(steps);
AnimPos:=steps div speed+35+1;
if steps>4*speed-2 then steps:=0;
end;
end;
end;
可是在程序中我找不到那个类的入口点,也就是没有调用这个类中的方法啊,
可程序中人物可以行走,不知道怎么会事?
其实我的主要目的就是在程序中生成几个NPC让它自己行动,但是用上面这些不能实现,
只能生成一个NPC图片