在完成了游戏角色的选择,地图的绘制后,下一步我们就要给游戏添加角色了。想必大家都认为上一节中我们在StartMenuScreen页面上已经选择了玩家角色,并实现了根据选择的角色再游戏页面上呈现。但是,我们所做的仅仅是把一副图片加载到游戏中,而这个角色所具有的相关特性确是没有。玩游戏的朋友都知道,每个角色再游戏中都有自身一些独特的属性,像杀伤力,生命值,法宝等等,而这些都需要我们以类的形式去定义并实例化的。好了,下面就开始我们的代码操作
首先在RpgLibrary项目下添加一个新的文件夹CharacterClasses,在其中添加这些角色相关的属性类,第一个类就是角色属性类AttributePair类,在游戏中,一个角色它的属性往往也由很多的操作构成,例如怪物的法力属性,就要根据怪物等级的不同赋予不同的值,在玩家打怪的过程中,被打怪兽的生命力要不断下降,这些对属性的操作都可以封装起来,使得游戏逻辑更加清晰
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class AttributePair { #region Field Region int currentValue;//属性的当前值 int maximumValue;//属性可被赋予的最大值 #endregion #region Property Region//将这两个属性设置为只读属性 public int CurrentValue { get { return currentValue; } } public int MaximumValue { get { return maximumValue; } } public static AttributePair Zero//针对属性值的零值 { get { return new AttributePair(); } } #endregion #region Constructor Region private AttributePair() { currentValue = 0; maximumValue = 0; } public AttributePair(int maxValue) { currentValue = maxValue; maximumValue = maxValue; } #endregion #region Method Region//有关属性值的常见操作,Heal加生命值;Damage被虐,生命值减少;SetCurrent进入新的游戏场景,赋予新的属性值; public void Heal(ushort value) { currentValue += value; if (currentValue > maximumValue) currentValue = maximumValue; } public void Damage(ushort value) { currentValue -= value; if (currentValue < 0) currentValue = 0; } public void SetCurrent(int value) { currentValue = value; if (currentValue > maximumValue) currentValue = maximumValue; } public void SetMaximum(int value)//给MaximumValue这个属性字段赋值 { maximumValue = value; if (currentValue > maximumValue) currentValue = maximumValue; } #endregion } }
定义好了游戏角色属性类,下面就开始定义游戏中实体的数据类,主要是记录所对应实体的一些游戏数据
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class EntityData { #region Field Region public string ClassName;//实体的名称,实际上我们在StartMenuScreen页面都选择了角色的名称 public int Strength;//你有多强壮 public int Dexterity;//你有多敏捷 public int Cunning;//你有多聪明 public int Willpower;//你的魔法等级和战斗力 public int Magic;//你发出的魔法的杀伤力 public int Constitution;//你的生命力 public string HealthFormula;//呈现生命力,法术和战斗力 public string StaminaFormula; public string MagicFormula; #endregion #region Constructor Region private EntityData() { } #endregion #region Static Method Region
//将实体数据写入filename文件中 public static void ToFile(string filename) { }
//从filename文件中读取实体数据,并实例化实体数据类,并返回 public static EntityData FromFile(string filename) { EntityData entity = new EntityData(); return entity; } #endregion } }
好吧,我们已经定义好了游戏中实体所应具有的一些基本的游戏数据,接下来就是定义一个游戏实体的基类,有的人会问了,为什么还是基类,因为游戏中的角色少则两个,多则几十几百,为了简化代码,真正实现OOP中的类的抽象封装,先定义一个抽象的基类,其他具体的角色类再继承实现;添加Entity类如下
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public enum EntityGender { Male, Female, Unknown }//实体的性别属性枚举 public abstract class Entity { #region Vital Field and Property Region protected string entityType;//实体类别 protected EntityGender gender;//实体性别 public string EntityType { get { return entityType; } } public EntityGender Gender { get { return gender; } protected set { gender = value; } } #endregion #region Basic Attribute and Property Region protected int strength;//实体所应具有的一些属性,在实体数据中都有了介绍 protected int dexterity; protected int cunning; protected int willpower; protected int magic; protected int constitution; protected int strengthModifier;//属性的修正值 protected int dexterityModifier; protected int cunningModifier; protected int willpowerModifier; protected int magicModifier; protected int constitutionModifier; public int Strength//实体对外的接口是修正后的属性值 { get { return strength + strengthModifier; } protected set { strength = value; } } public int Dexterity { get { return dexterity + dexterityModifier; } protected set { dexterity = value; } } public int Cunning { get { return cunning + cunningModifier; } protected set { cunning = value; } } public int Willpower { get { return willpower + willpowerModifier; } protected set { willpower = value; } } public int Magic { get { return magic + magicModifier; } protected set { magic = value; } } public int Constitution { get { return constitution + constitutionModifier; } protected set { constitution = value; } } #endregion #region Calculated Attribute Field and Property Region protected AttributePair health;//Paired属性 protected AttributePair stamina; protected AttributePair mana; public AttributePair Health { get { return health; } } public AttributePair Stamina { get { return stamina; } } public AttributePair Mana { get { return mana; } } protected int attack;//游戏的其它数据,攻击,破坏力,防卫能力 protected int damage; protected int defense; #endregion #region Level Field and Property Region protected int level;//实体当前的级别,玩家都是奔着升级去的... protected long experience;//玩家经验值 public int Level { get { return level; } protected set { level = value; } } public long Experience { get { return experience; } protected set { experience = value; } } #endregion #region Constructor Region//构造函数 private Entity() { Strength = 0; Dexterity = 0; Cunning = 0; Willpower = 0; Magic = 0; Constitution = 0; health = new AttributePair(0); stamina = new AttributePair(0); mana = new AttributePair(0); } public Entity(EntityData entityData)//用游戏实体数据对象来初始化游戏实体 { entityType = entityData.EntityName; Strength = entityData.Strength; Dexterity = entityData.Dexterity; Cunning = entityData.Cunning; Willpower = entityData.Willpower; Magic = entityData.Magic; Constitution = entityData.Constitution; health = new AttributePair(0); stamina = new AttributePair(0); mana = new AttributePair(0); } #endregion } }
建立了基类现在就是我们去实现各类角色类的时候了,在我们这个游戏中有圣斗士Fighter类,怪兽rogues类,wizards术士类,以及priests牧师类.你会发现它们的实现十分相似
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class Fighter : Entity { #region Field Region #endregion #region Property Region #endregion #region Constructor Region public Fighter(EntityData entityData) : base(entityData) { } #endregion #region Method Region #endregion } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class Rogue : Entity { #region Field Region #endregion #region Property Region #endregion #region Constructor Region public Rogue(EntityData entityData) : base(entityData) { } #endregion #region Method Region #endregion } } using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class Priest : Entity { #region Field Region #endregion #region Property Region #endregion #region Constructor Region public Priest(EntityData entityData) : base(entityData) { } #endregion #region Method Region #endregion } } using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace RpgLibrary.CharacterClasses { public class Wizard : Entity { #region Field Region #endregion #region Property Region #endregion #region Constructor Region public Wizard(EntityData entityData) : base(entityData) { } #endregion #region Method Region #endregion } }
当然上面的都是各个角色的雏形,都只是继承了基类的基本属性和操作,还没有实现个性化,明天继续吧...