- 在用love2d框架开发中,发现点问题。如发布和添加广告,第三方SDK支持等。
- 而且因为love2d的用户群体过少,自己编程水平很一般,遇到的问题难以解决,比如想加个广告。。
- 考虑到游戏最终发布,忍痛换工具,近期在学习godot游戏引擎。
- love2d还是很好用的,很适合学习,做工具,还会继续密切关注。
- 通过学习官网教程,和网上一些教程。目前已经基本掌握godot。
- 游戏的整体框架思路,已经逐渐定型,素材收集也差不多。换引擎不会影响太多。
- godot引擎,目前用起来,感觉不错。很顺手。
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RPGmaker类行走图素材处理
含金量不高,只是作为自己的一点记录。 注:绝大数素材来源于网络,仅为学习使用(极个别是自己绘制的)
- 行走图素材
- 新建Sprite,将序列图纹理素材导入
- 新建AnimationPlayer,新建4个方向的行走动画
- 点击frame右边的钥匙标记,可以快速添加动画
- 添加RayCast射线检测,用于简单碰撞
- 添加脚本,实现控制,脚本未做清理
extends Area2D export(int) var head_id = 0 var tile_size = 32 var can_move = true var facing = 'right' var moves = {'right': Vector2(1, 0), 'left': Vector2(-1, 0), 'up': Vector2(0, -1), 'down': Vector2(0, 1)} var raycasts = {'right': 'RayCastRight', 'left' : 'RayCastLeft', 'up': 'RayCastUp', 'down': 'RayCastDown'} func move(dir): if get_node(raycasts[facing]).is_colliding(): return facing = dir can_move = false $AnimationPlayer.play(facing) $MoveTween.interpolate_property(self, "position", position, position + moves[facing] * tile_size, 0.6, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) $MoveTween.start() return true func _on_MoveTween_tween_completed( object, key ): can_move = true
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RPGmaker类自动地图在godot中使用
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新建Tiledmap,新建TileSet,设置合适的cell大小
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注意:rpgmaker类,自动地图,表面是3232大小,但在实际处理时,底层是再次分解为1616计算的,因此这里需要设置为16*16
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点击tilemap里面的tileset下面的"打开编辑器"
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新建autotile,设置snap options里面的 step为16*16,设置bitmask(这里是自动地图的关键),如图测试,如果不对可以重新编辑
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注意图中的例子并不完整,剩下的需要自己摸索,下面给点提醒
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自动地图,需要底层和表层同时设置才行。像例子中并没有弄底层,只考虑了表层,而且图中的素材为网络拼凑而成,缺少合适的底层,并不可取。
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简单图形的自动地图,如矩形类地毯,可以只管下面的部分,这个时候,cell大小可以设置为3232,同理snap options里面的 step也可以设置为 3232。
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基本保存
func save(content):
var file = File.new()
file.open("user://save_game.dat", file.WRITE)
file.store_string(content)
file.close()
func load():
var file = File.new()
file.open("user://save_game.dat", file.READ)
var content = file.get_as_text()
file.close()
return content
- json的基本使用
var p = JSON.parse('["hello", "world", "!"]')
if typeof(p.result) == TYPE_ARRAY:
print(p.result[0]) # prints 'hello'
else:
print("unexpected results")
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读取json数据
假如我们有如下数据,并转为JSON。
PS:这里推荐国人制作的excel转lua json等的一个强大工具
func load_data(path:String):
var load_data = File.new()
if not load_data.file_exists(path):
print_debug("not exists file")
return
load_data.open(path,File.READ)
var data_str = load_data.get_as_text()
var p = JSON.parse(data_str)
return p.result
- 获取目录下特定后缀文件
func dir_files(path,suffix):
var dir = Directory.new()
var files = []
if dir.open(path) == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while (file_name!= ""):
if dir.current_is_dir():
print("Found directory" + file_name)
elif file_name.split(".")[-1] == suffix:
files.append(file_name)
print("Found file: " + file_name)
else:
print("Found file: " + file_name)
file_name = dir.get_next()
else:
print("An error ccurred when trying to access the path.")
return files
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读取文件夹下图片素材生成动画
假如我们的动画文件在单个文件夹中
extends Node2D
# 选择目录下的png
export(String,DIR) var path
export(String) var anim
func _ready():
$AnimatedSprite.frames = creatAnimation(path)
$AnimatedSprite.speed_scale = 4
$AnimatedSprite.play("default")
pass
func dir_contents(path):
var dir = Directory.new()
var file_list = []
if dir.open(path) == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while(file_name != ""):
if dir.current_is_dir():
print("Found directory: " + file_name)
else:
if file_name.split(".")[-1] == "png":
file_list.append(file_name)
print("Found file: " + file_name)
file_name = dir.get_next()
else:
print("An Error occurred when trying to access the path.")
return file_list
func creatAnimation(path:String):
var sprite_sheet = dir_contents(path)
var sprite_frames = SpriteFrames.new()
for i in sprite_sheet.size() :
var frame = load(path + "/" + sprite_sheet[i])
sprite_frames.add_frame("default",frame)
return sprite_frames
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利用ninepach简单风格的对话框
做这个效果很简单
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用richtextlabel生成物品信息面板
利用到上面的知识,结合richtextlabel
extends Node2D func _ready(): $Panel/NinePatchRect/RichTextLabel.bbcode_text = creat_food_bbc() pass # Replace with function body. func creat_food_bbc(): // 用字典模拟物品数据 var dict = {} dict.name_cn = "大米饭" dict.direction = "一碗刚从锅里盛出来的大米饭,还冒着热气~~~" dict.unit = "碗" dict.number = "1" dict.type = "食物" dict.pice = 1 dict.pice_max = 5 dict.food = 50 dict.water = -20 dict.happy = 10 dict.value = 2548 var bbc ="""[center][color=#ffff00]""" + dict.name_cn + """[/color][/center] color=gray]【描述】[/color] """ + dict.direction + """ color=yellow]【物品信息】[/color] 单位:"""+ dict.unit +""" 数量:"""+ str(dict.number) +""" 类别:"""+ dict.type + """ 分量:[color=red]""" + str(dict.pice) +"""[/color]/"""+ str(dict.pice_max) +""" color=fuchsia]【使用效果】[/color] 果腹:[color="""+ get_number_color(dict.food) +"""]"""+ str(dict.food) +"""[/color] 解渴:[color="""+ get_number_color(dict.water) +"""]"""+ str(dict.water) +"""[/color] 享受:[color="""+ get_number_color(dict.happy) +"""]"""+ str(dict.happy) +"""[/color] [right][color=yellow]价钱:"""+ get_chinese_number(dict.value) +"""文[/color][/right] """ return bbc // 用于根据数字输出颜色string,这里可以按需要深度更改 func get_number_color(number): if number < 0: return "red" else:return "green" // 用于将数字转化为文字 func get_chinese_number(n:int): var number_str = str(n) var l = number_str.length() var output = [] for i in range(l): number_str[i] = swap_to_font(number_str[i]) return number_str func swap_to_font(number): match number: "1":return "一" "2":return "二" "3":return "三" "4":return "四" "5":return "五" "6":return "六" "7":return "七" "8":return "八" "9":return "九" "0":return "〇" _:return "X"
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制作**风格时间显示
extends Node2D
var Date = {year=0,month=0,week=0,day=0,hour=0,minute=0,second=0, turn=0}
var animals = ["鼠","牛","虎","兔","龙","蛇","马","羊","猴","鸡","狗 ","猪"]
var weeks = ["上旬","中旬","下旬"]
var days = ["月曜日","火曜日","水曜日","木曜日","金曜日","土曜日"," 日曜日"]
var hours = ["子","丑","寅","卯","辰","巳","午","未","申","酉","戌 ","亥"]
var minutes = ["一刻","二刻","三刻","四刻","五刻","六刻","七刻","八刻 ","九刻"]
var months = ["正","二","三","四","五","六","七","八","九","十","冬 ","腊"]
var numbers = ["〇","一","二","三","四","五","六","七","八","九"]
var season = ["春","夏","秋","冬"]
var monthMsgOut = [ "春天悄悄地走来了,","春风轻轻地拂过你的脸庞,"," 天气逐渐变暖了,",
"已经是初夏时节了,","知了的叫声让你感觉到了盛夏的气 息,","天气变得非常闷热,",
"虽然是秋天了,天气还是有些热,","中秋佳节快到了,","一 阵秋风吹来,卷起了地上的落叶,",
"秋去冬来,","寒风凛冽,","快到年关了,"]
func _ready():
# $Label.text = "戊戌年九月二十三日 子时一刻"
$Label.text = print_date()
func date_change():
Date.second = Date.second + 6
Date.minute = Date.second/60
Date.hour = Date.minute/120
Date.day = Date.hour/12
Date.week = Date.day/7
Date.month = Date.week/3
Date.year = Date.month/12
Date.minute = Date.minute%120
Date.hour = Date.hour%12
Date.day = Date.day%7
Date.week = Date.week%3
Date.month = Date.month%12
Date.year = Date.year%12
return Date
func _process(delta):
# -- 1年 = 12 月 * 3 旬 * 7 天 * 12 时辰 * 120 分 * 60 秒 * 60 帧 = 15552000
# -- 计算年月日
# -- 6 秒一回合
date_change()
$Label.text = print_date()
pass
func print_date():
var yearStr = hours[Date.year] + animals[Date.year]
var monthStr = months[Date.month]
var weekStr = weeks[Date.week]
var dayStr = days[Date.day]
var hourStr = hours[Date.hour]
var minuteStr = minutes[Date.minute/15%8]
var dateStr = ""
var dateStr1 = ""
dateStr = "{0}年{1}月{2}{3}{4}时{5}".format([yearStr,monthStr, weekStr,dayStr,hourStr,minuteStr])
dateStr1 = "{0}年{1}月{2}日 {3}:{4}".format([str(Date.year), str(Date.month),str(Date.day),str(Date.hour),str(Date.minute)])
return dateStr
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extends Node2D class_name Room # Declare member variables here. Examples: # var a = 2 # var b = "text" var pos_n = Vector2() var pos_en = Vector2() var pos_e = Vector2() var pos_es = Vector2() var pos_s = Vector2() var pos_ws = Vector2() var pos_w = Vector2() var pos_wn = Vector2() export var pos_1 = Vector2() export var pos_2 = Vector2() var id:String var name_cn:String var description:String var x:int var y:int var inside:bool var safe:bool var actions:Array var objs:Array var actors:Array var exits = {} # person var weapon1 = {id = "piao",name = "瓢"} var mark1 = { jiao = 0} var me = { name_cn = "孙悟", weapon = weapon1, mark = mark1, job_name = "浇灌菜地", is_busy = false, is_fighting = false, Con = 8, Str = 3, Int = 12, jingli = 10, qi = 2, force = 10 } # Called when the node enters the scene tree for the first time. func create(): id = "wuguan_cai_yuan" name_cn = "菜园" x = 32 y = 32 inside = false safe = true actions = ["浇水"] objs = ["水缸"] actors = ["管家"] description = """这里是一座极大的菜园,种满了油菜,萝卜,茄子,丝瓜 之类。 周围的篱笆都破了,看来要整修了。菜园旁有几口大缸,里面盛满了水,可是 菜地看起来都干裂了,几棵菜蔫蔫的长着,是缺水太多了""" # test func _ready(): $Label.text = name_cn position.x = x position.y = y create() $Label.text = name_cn $NinePatchRect/Description.text = description $NinePatchRect4/VBoxContainer/ActionButton01.text = "浇水" pass # Replace with function body. func do_jiao(): var me = self.me var weapon var costj var costq if me.job_name != "浇灌菜地" : return notify_fail("你必须跟馆主领了这工作才能在这里干!") if me.is_busy : return notify_fail("你现在正忙着呢!") if me.is_fighting : return notify_fail("你正在战斗中!") weapon = me.weapon if me.weapon.id != "piao" : return notify_fail("你想用什么来舀水浇,用手吗?") costj = int(rand_range(1,(me.Con/3))) costq = int(rand_range(1,(me.Str/3))) if me.jingli < costj or me.qi < costq : message_vision("[color=red]{name_cn}弯腰到大缸里舀水,结果失 足栽到缸里。[/color]".format(me)) return me.jingli = max(0,me.jingli - costj) me.qi = max(0,me.qi - costq) if me.mark.jiao and me.mark.jiao > 15 + int(rand_range(0,5)) : me.mark.wanle = 1 message_vision("[color=red]菜园管事说:干的不错,好了,你可以 到大师兄鲁坤那里去覆命了![/color]") return 1 message_vision("[color=green]你用瓢从缸里舀起水,在菜地里浇起水 来。[/color]") add_busy(2.0) me.mark.jiao += 1 if me.force < 20 and rand_range(0,10) < 6 : message_vision("[color=yellow]你在浇水中对于内功的用法有些体 会[/color]") me.force = me.force + int(me.Int/10) return 1 func notify_fail(message:String): $AcceptDialog.show() $AcceptDialog.dialog_text = message pass func message_vision(message:String): $RichTextLabel.bbcode_enabled = true $RichTextLabel.bbcode_text = message pass func character_panel(me): var msg:String msg = """ 名字:""" + me.name_cn + """ 手持:""" + me.weapon.name + """ 精力:""" + str(me.jingli) + """ 气血:""" + str(me.qi) + """ 内力:""" + str(me.force) + """ 臂力:""" + str(me.Str) + """ 悟性:""" + str(me.Int) + """ 体质:""" + str(me.Con) + """ 工作:""" + me.job_name return msg func add_busy(time:float): yield(get_tree().create_timer(time),"timeout") func _process(delta): $RichTextLabelCharacter.bbcode_text = character_panel(me) pass func _on_ActionButton01_pressed(): do_jiao() pass # Replace with function body.