随笔 - 132  文章 - 51  trackbacks - 0
<2011年7月>
262728293012
3456789
10111213141516
17181920212223
24252627282930
31123456

常用链接

留言簿(7)

随笔分类

随笔档案

文章分类

文章档案

cocos2d-x

OGRE

OPenGL

搜索

  •  

最新评论

阅读排行榜

评论排行榜

 

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

              }
;

              

              
forint 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=

                     
{

                            
00,

                            
01

                            
02,

                            
03,

 

                            
04,

                            
05,

                            
06,

                            
07,

 

                            
10,

                            
11,

                     }
;

 

                     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(980) 评论(0)  编辑 收藏 引用 所属分类: GameDevelop

只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   博问   Chat2DB   管理