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HomeDatabaseMysql TutorialLGame文档及0.2.8版发布预告

为了证明小弟最近 不是什么都没干,为了某位网友的呼唤,也为了表白在下确实正艰苦卓绝的构建着 文档及代码, LGame文档及0.2.8版,已决定于9月15日正式发布, 以下是一些相关信息。 LGame-0.2.8 版包结构如下 自 0.2.8 版起, LGame 中新增了 AVGScreen 类

 为了证明小弟最近不是什么都没干,为了某位网友的呼唤,也为了表白在下确实正艰苦卓绝的构建着 文档及代码, LGame文档及0.2.8版,已决定于9月15日正式发布, 以下是一些相关信息。

————————————————————————————————

LGame-0.2.8 版包结构如下

 

 LGame文档及0.2.8版发布预告

 

0.2.8 版起, LGame 中新增了 AVGScreen 类,以方便用户快速制作 AVG 类型游戏(当然, H Game 也可以的说……),或以此实现比较绚丽的动漫过场以及动漫交互效果 ( 没错,以后作贪食蛇都可以加 AVG 过场了 )


 

LGame文档及0.2.8版发布预告

 

以下本次更新后将会出现的,LGmae-0.2.8 AVGScreen中默认的脚本命令。


PS LGame 中脚本命令不区分大小写。

 

脚本命令

命令说明

Include

作用:

在当前脚本中载入另外一个脚本的内容,当导入脚本结束时将继续读取当前脚本。

写法:

Include res/myscript.txt

If …… else …… endif

作用:

分支判断脚本流程。

写法:

if a>b

XXXX

else if a==b

XXXX

else

XXXX

endif

begin …… end

作用:

此命令用以构造一组脚本,但不立即执行,仅在调用 call 命令时才能触发此命令内部的脚本。

写法:

Begin showMessage

  Mescolor red

Mes 孔曰成仁,孟曰取义。

XXXXX

End

Call

作用:

此命令用以调用指定的命令段,需要和 begin …… end 命令配合使用。

写法:

Call showMessage

此时 showMessage 命令段将被执行。

In …… out

作用:

这是一组从输入到输出的命令,在两组命令之间的字符串数据将被以选择框形式展现给用户。

写法:

In

A. 景德镇瓷器

B. 景德镇戏剧

C. 景德镇餐具

Out

select

作用:

为选择框加上标题,如果 select 命令为空,则 in …… out 命令输出的选择框将只有选项,而没有标题。

写法:

Select 景德镇盛产什么?

In

A. 景德镇瓷器

B. 景德镇戏剧

C. 景德镇餐具

Out

selleft

作用:

设定选择框文字在显示时距离选择框左侧的偏移距离,用以调节文字位置。

写法:

seleft 10

seltop

作用:

设定选择框文字在显示时距离选择框顶端的偏移距离,用以调节文字位置。

写法:

Seltop 10

mes

作用:

显示一组对话,用以令游戏角色向用户传递信息。

写法:

1 、单纯显示

Mes 吃了吗?没吃?!……没吃回家吃去吧。

2 、强制换行

Mes 吃了吗? /n 没吃?!…… /n 没吃回家吃去吧。

3 、转换指定范围内文字颜色

Mes 吃了吗 /> /n 没吃?!…… /n 没吃回家吃去吧。 (r 为红, w 为白, b 为黑, o 为橘黄 )

meslen            

作用:

规定 mes 命令在显示对话时每行最多的显示字数,超过将自动换行(不填时以系统判断的默认行数执行)。

写法:

Meslen 20

mescolor

作用:

规定 mes 命令在显示对话时文字的默认颜色。

写法:

Mescolor yellow

mestop

作用:

规定 mes 命令在显示时距离消息框上方的距离,用以调节文字位置。

写法:

Mestop 10

mesleft

作用:

规定 mes 命令在显示时距离消息框左边框的距离,用以调节文字位置。

写法:

Mesleft 10

messtop

作用:

关闭当前画面上的消息框或选择框。

写法:

messtop

gb

作用:

显示指定的背景画面。

写法:

gb res/background.png

cg

作用:

显示指定的角色画面。

写法:

1、  单纯显示

cg res/role.png

2、  显示在指定位置

cg res/role.png 50 50

3、  替换当前 cg

cg res/role.png to res/role1.png

4、  删除指定 cg

cg del res/role.png (ps: 只填写 cg del 则删除全部 cg)

sleep

作用:

令画面延迟指定时间,此段时间内画面将无响应。

写法:

Sleep 1000

flash

作用:

令画面以指定颜色闪烁。

写法:

Flash 200,125,200

cgwait

作用:

暂停当前画面,当点击时继续运行。

写法:

Cgwait

Fadein

作用:

以指定颜色进行屏幕淡入。

写法:

Fadein black

Fadeout

作用:

以指定颜色进行屏幕淡出。

写法:

Fadeout black

shake

作用 ;

让画面产生模拟震荡。

写法:

Shake 30

play

作用:

播放指定音乐。

写法:

Paly res/m1.wav

playloop

作用:

循环播放指定音乐。

写法:

Play res/m1.wav

playstop

作用:

停止音乐的播放。

写法:

Playstop 0 (0 为音乐索引号,按照添加顺序累加,直接 playstop 将停止所有音乐的播放 )

petal

作用:

画面呈现樱花飞舞效果。

写法:

Petal( 停止为 petalstop)

snow

作用:

画面呈现银装素裹效果。

写法:

Snow( 停止为 snowstop)

rain

作用:

画面呈现落雨纷纷效果。

写法:

Rain (停止为 rainstop

set

作用:

预定义脚本变量。脚本变量也可在 AVGScreen 中通过 Command 类设置,也多用于 AVGScreen 与脚本交互,或者定义需要重复使用的数据信息。

写法:

set var = “res/background.png”

set var1 = 100

print

作用:

将脚本中的预定义变量内容于指定位置显示出来。

写法:

1 set var = “res/background.png”

mes print(var)

2 set var =7

   If var == 7

     XXXX

   else

     XXXX

   endif

3 set var=10/2*36-7

reset

作用:

清空脚本中一切缓存,此时所有预订义变量都将不复存在。

写法:

Reset

//,#.’

作用:

以上三者为行注释符号,自该符号起一整行数据将不被脚本读取。

写法:

//XXXX

#XXXX

‘XXXX

/**/

作用:

区域注释符号,自 /* 起,直到 */ 结束的所有数据将不被脚本读取。

写法:

/*

XXXXXXXXX

XXXXX

XXX

*/

exit

作用:

离开 AVGScreen 窗体。当执行此命令时脚本将被强制终止,并执行 onExit 函数,多用于转换 Screen

写法:

exit

 

说到这里,其实我们可以看出 LGame 默认给出的脚本功能非常有限(相对专业 AVG 引擎而言),只包含了最基础的 AVG 功能。

 

但是,那并不重要,因为 LGame 是一款通用(万能)的游戏开发框架,只要 LGame 将相关修改权限交给游戏开发者,游戏开发者就完全可以通过 LGame 组件对 AVGScreen 扩充出任何您所需要的功能。

     

下列是一个继承自 AVGScreen 的窗体:



值得说明的是,即便什么都不再实现,继承自 AVGScreen 的窗体也可以起到解释并执行指定脚本的作用。另外 J2SE 版与 Android 版更新内容完全相同,故不再赘述。

 

事实上, AVGScreen 的操作使用非常之简便,只要结合 LGame 现有的强大组件与精灵支持,就算要制作出传说级的 AVG (或 galgame ),也只是轻而易举的事情罢了(当然,大前提是有美工支持,或者套用其它游戏图片……)。

 

再者,虽然 AVG 类游戏制作非常简单,某些类型的 AVG 游戏甚至非常卖座(比如月姬、圣杯战争、初音岛之类以及很多纯 H 的),但在 Android 上的 AVG 游戏却非常罕见,这给无论是原创或移植游戏都留下了巨大的商机。

 

另外 0.2.8 中也修正了所有大家反馈回来的 Bug (这次改版后应该没有特别明显的 Bug 存在了),并针对精灵类作了优化,修正了一些耗时的算法,同时为 LGame 的标准精类(不是仿 j2me 的那个)添加了自由旋转以及色彩过滤功能,并且增加了一些画面特效,具体留待正式发布时再详细说明。

 

小弟本周六、日两天准备死磕文档,没有发生人力不可抗拒之意外的话(诸如停电、受伤、其它项目赶工、硬盘崩溃、乃至海啸、地震、战争、外星人入侵、小弟蒙主召唤等等),文档以及 LGame-0.2.8 会在 2010 9 15 日晚 准时发布,不见不散。

 


 

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