游戏中的伤害值敌人伤害值,伤害数字飘飘悠悠最后消失 ,我们将起归纳到Effect中,犹如粒子一样,有时间生命,资源如下:
我们根据不同的伤害选择不同的颜色,英雄对敌人伤害白色,怪物对英雄伤害红色….我们主要确定在屏幕的鼠标位置确定好我们的伤害数值的UV坐标,如我们队怪物伤害为59,分别将数字5和数字9作为粒子特效,出现消失
我们功过函数DrawNumberCharBitmap来确定每位数字的UV坐标
struct SChar
{
char c; // 字母
int x, y; // 位置
int bottom; // 底部参考坐标
int nWidth, nHeight; // 大小
DWORD dwBornTime; // 出生时间
DWORD dwLife; // 生命
float alpha;
};
enum
{
eMiss,
eNumberBlue,
eNumberRed,
eNumberGreen,
eNumberYellow,
}
struct SParticle
{
int nType; //特效类型
int nStartX, nStartY;
int x, y;
int nWidth, nHeight;
int nSrcWidth, nSrcHeight;
DWORD dwColor;
DWORD dwStartTime;
DWORD dwLastUpdateTime;
DWORD dwLife; //粒子存在时间
int nNumber; //将数值记录下来,eg:59伤害
int nNumChar; //伤害数字长度
SChar chars[eMaxChar]; //每位值都作为一个单独的粒子
};
for( int nChar = 0; nChar < pParticle->nNumChar; nChar++ ) //数字长度
{
SChar* pChar = &pParticle->chars[nChar];
DrawNumberCharBitmap( int x, int y, int w, int h, int start_line, DWORD color, int nNumber, Simple2DVertex vertex[] );
}
//确定UV坐标
void DrawNumberCharBitmap( int x, int y, int w, int h, int start_line, DWORD color, int nNumber, Simple2DVertex vertex[] )
{
static POINT index[10] =
{
0, 0,
0, 1,
0, 2,
0, 3,
0, 4,
0, 5,
0, 6,
0, 7,
1, 0,
1, 1,
};
RECT rect;
rect.left = x;
rect.top = y;
rect.right = x+w;
rect.bottom = y+h;
//
float sdv = 1.0f / 4 * start_line;
float du = 1.0f/8;
float dv = 1.0f/8;
int row = index[nNumber].x;
int col = index[nNumber].y;
float z = 0.0f;
vertex[0].p = D3DXVECTOR4( rect.left, rect.bottom, z, 1 );
vertex[0].color = color;
vertex[0].u = du*col;
vertex[0].v = sdv + dv*row+dv;
vertex[1].p = D3DXVECTOR4( rect.left, rect.top, z, 1 );
vertex[1].color = color;
vertex[1].u = du*col;
vertex[1].v = sdv + dv*row;
vertex[2].p = D3DXVECTOR4( rect.right, rect.bottom, z, 1 );
vertex[2].color = color;
vertex[2].u = du*col+du;
vertex[2].v = sdv + dv*row+dv;
vertex[3].p = D3DXVECTOR4( rect.right, rect.top, z, 1 );
vertex[3].color = color;
vertex[3].u = du*col+du;
vertex[3].v = sdv + dv*row;
}
posted on 2010-07-20 15:01
风轻云淡 阅读(975)
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