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Java版AVG游戏开发入门[0]——游戏模式转换中的事件交互

游戏开发 游戏开发 发布于:2021-06-27 15:55 | 阅读数:444 | 评论:0

AVG,即Adventure Game,可以直译为[冒险游戏]。但是通常情况下我们说AVG是指[文字冒险游戏],也有人更直白的解释成自己选择路线和结局的电子小说,与硬砍硬杀的RPG或者揉破键盘的ACT不同,AVG多以解谜或文字游戏等脑力攻关推动剧情发展。现在日本流行的ADV,可以看作是AVG英文全称的不同缩写方式,大体上讲,AVG == ADV。

由于商业化需要,现代主流的AVG往往是GalGame,也就是少女游戏,或称少女恋爱游戏,但GalGame != AVG,只是下属分支中的一环罢了,AVG包含GalGame,但GalGame并不能完全代表AVG/ADV。另外关于GalGame的详细介绍,在若木民喜《只有神才知道的世界》中演绎的相当生动,有兴趣的可以自己去看看~      就技术角度而言,AVG开发可以算得所有游戏类型中最容易的。一款简单AVG游戏的制作难度甚至在贪食蛇、俄罗斯方块之下。由于实现的简易性,导致AVG的开发重心往往着重于策划及美工,程序员的作用则微乎其微。同时也正因AVG开发的门坎约等于0,所以此类型的同人游戏之多即可堪称世界之冠。另外,AVG开发工具普及的也促进了AVG的量产化。利用工具,即始是小说作者、漫画家等非软件专业出身的人士,往往也能轻易制作出顶级的AVG大作。(顺便一提,目前我所见过最好的AVG制作工具是鬼子的livemaker,采用类似思维导图的方式构造整个游戏,很多轻小说作者乃至网络漫画家用它制作自己作品的宣传游戏。但就技术角度上说,livemaker的开发依旧没什么难度......  由于AVG的大泛滥,通常仅有文字、图片及语音的AVG往往无法满足用户需求(H除外-_-)。我们每每可在AVG游戏类型后发现个+号,比如《樱花大战》是AVG+SLG,《生化危机》是AVG+ACT。所以客观上说,AVG开发仅仅能进行字图的交互是不够的,还要解决多模块组件的协调问题。  Java桌面应用开发中,我们都知道绘图是极为简单的,有ImageGraphics两个对象就可以Paint一个图形,即使图形对象再多,最后它们也必须统一在一个Paint中,所以Java中不存在图像的交互问题。 但问题在于,图像的显示可以统一,但是触发图像变化的事件却是很难统一的。比如现在有需求如下,在AVG模式中,触发键盘事件上、下、左、右时为控制画面的前进、后退,切换模式到SLG模  式后,设定上、下、左、右是光标移动,那么如果我要在程序中实现,就必须记录当前模式,而后根据不同模式调用事件,再反馈到图形上。如果只有几个事件的区
别,我们当然可以很容易用分支来实现;问题是,随着游戏规模的加大,这些分支将成几何倍数增多,单纯的分支判定到最后只能忙于应付,落个费力不讨好。
其实在这时,我们大可以使用一些技巧来轻松解决问题。  示例如下:
首先,我们构造一个接口,命名为IControl,继承鼠标及键盘监听,并在其中设定两个抽象方法:
  view plaincopy to clipboardprint?

  • package org.loon.simple.avg;  
  • import java.awt.Graphics;  
  • import java.awt.event.KeyListener;  
  • import java.awt.event.MouseListener;  
  • import java.awt.event.MouseMotionListener;  
  • /**
  • Copyright 2008 - 2009
  •   
  • * Licensed under the Apache License, Version 2.0 (the "License"); you may not
  • use this file except in compliance with the License. You may obtain a copy of
  • the License at
  • *  
  • http://www.apache.org/licenses/LICENSE-2.0
  •   
  • * Unless required by applicable law or agreed to in writing, software
  • distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
  • WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
  • * License for the specific language governing permissions and limitations under
  • the License.
  •   
  • * @project loonframework
  • @author chenpeng
  • @email:ceponline@yahoo.com.cn
  • * @version 0.1
  • */  
  • public interface IControl extends MouseListener, MouseMotionListener,  
  •         KeyListener {  
  •     public abstract void draw(final Graphics g);  
  •     public abstract IControl invoke();  
  • }  
package org.loon.simple.avg;
import java.awt.Graphics;
import java.awt.event.KeyListener;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
/**
  Copyright 2008 - 2009
  
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
  use this file except in compliance with the License. You may obtain a copy of
  the License at
* 
  [url]http://www.apache.org/licenses/LICENSE-2.0[/url]
  
* Unless required by applicable law or agreed to in writing, software
  distributed under the License is distributed . an "AS IS" BASIS, WITHOUT
  WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
  the License.
  
* @project loonframework
  @author chenpeng
  @email:[email]ceponline@yahoo.com.cn[/email]
* @version 0.1
*/
public interface IControl extends MouseListener, MouseMotionListener,

    KeyListener {
  public abstract void draw(final Graphics g);
  public abstract IControl invoke();
}
    而后,再构造一个接口,命名为IAVG,同样继承鼠标及键盘监听,并在其中设定三个抽象方法,用以操作IControl接口:
    view plaincopy to clipboardprint?

  • package org.loon.simple.avg;  
  • import java.awt.Graphics;  
  • import java.awt.event.KeyListener;  
  • import java.awt.event.MouseListener;  
  • import java.awt.event.MouseMotionListener;  
  • /**
  • Copyright 2008 - 2009
  •   
  • * Licensed under the Apache License, Version 2.0 (the "License"); you may not
  • use this file except in compliance with the License. You may obtain a copy of
  • the License at
  • *  
  • http://www.apache.org/licenses/LICENSE-2.0
  •   
  • * Unless required by applicable law or agreed to in writing, software
  • distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
  • WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
  • * License for the specific language governing permissions and limitations under
  • the License.
  •   
  • * @project loonframework
  • @author chenpeng
  • @email:ceponline@yahoo.com.cn
  • * @version 0.1
  • */  
  • public interface IAVG extends MouseListener, MouseMotionListener,  
  •         KeyListener {  
  •     public abstract void draw(final Graphics g);  
  •     public abstract IControl getControl();  
  •     public abstract void setControl(final IControl control);  
  • }   
package org.loon.simple.avg;
import java.awt.Graphics;
import java.awt.event.KeyListener;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
/**
  Copyright 2008 - 2009
  
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
  use this file except in compliance with the License. You may obtain a copy of
  the License at
* 
  [url]http://www.apache.org/licenses/LICENSE-2.0[/url]
  
* Unless required by applicable law or agreed to in writing, software
  distributed under the License is distributed . an "AS IS" BASIS, WITHOUT
  WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
  the License.
  
* @project loonframework
  @author chenpeng
  @email:[email]ceponline@yahoo.com.cn[/email]
* @version 0.1
*/
public interface IAVG extends MouseListener, MouseMotionListener,

    KeyListener {
  public abstract void draw(final Graphics g);
  public abstract IControl getControl();
  public abstract void setControl(final IControl control);
}

  再后,制作一个显示图像用组件,命名为AVGCanva,继承自Canvas。

  view plaincopy to clipboardprint?

  • package org.loon.simple.avg;  
  • import java.awt.Canvas;  
  • import java.awt.Graphics;  
  • /
  • Copyright 2008 - 2009
  •   
  • * Licensed under the Apache License, Version 2.0 (the "License"); you may not
  • use this file except in compliance with the License. You may obtain a copy of
  • the License at
  • *  
  • http://www.apache.org/licenses/LICENSE-2.0
  •   
  • * Unless required by applicable law or agreed to in writing, software
  • distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
  • WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
  • * License for the specific language governing permissions and limitations under
  • the License.
  •   
  • * @project loonframework
  • @author chenpeng
  • @email:ceponline@yahoo.com.cn
  • * @version 0.1
  • */  
  • public class AVGCanvas extends Canvas {  
  •     /
  •        
  •      /  
  •     private static final long serialVersionUID = 1982278682597393958L;  
  •     private boolean start;  
  •     private IAVG avg;  
  •     public AVGCanvas(IAVG handler) {  
  •         this.avg = handler;  
  •         this.start = false;  
  •         this.addKeyListener(handler);  
  •         this.addMouseListener(handler);  
  •         this.addMouseMotionListener(handler);  
  •     }  
  •       
  •     public void update(Graphics g) {  
  •         paint(g);  
  •     }  
  •     public void paint(Graphics g) {  
  •         if (this.start) {  
  •             this.avg.draw(g);  
  •         }  
  •     }  
  •     public void startPaint() {  
  •         this.start = true;  
  •     }  
  •     public void endPaint() {  
  •         this.start = false;  
  •     }  
  • }  
package org.loon.simple.avg;
import java.awt.Canvas;
import java.awt.Graphics;
/**
  Copyright 2008 - 2009
  
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
  use this file except in compliance with the License. You may obtain a copy of
  the License at
* 
  [url]http://www.apache.org/licenses/LICENSE-2.0[/url]
  
* Unless required by applicable law or agreed to in writing, software
  distributed under the License is distributed . an "AS IS" BASIS, WITHOUT
  WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
  the License.
  
* @project loonframework
  @author chenpeng
  @email:[email]ceponline@yahoo.com.cn[/email]
* @version 0.1
*/
public class AVGCanvas extends Canvas {
/**
  
 /
private static final long serialVersionUID = 1982278682597393958L;
private boolean start;
private IAVG avg;
public AVGCanvas(IAVG handler) {

    this.avg = handler;
    this.start = false;
    this.addKeyListener(handler);
    this.addMouseListener(handler);
    this.addMouseMotionListener(handler);
  }
  
  public void update(Graphics g) {
    paint(g);
  }
  public void paint(Graphics g) {
    if (this.start) {
      this.avg.draw(g);
    }
  }
  public void startPaint() {
    this.start = true;
  }
  public void endPaint() {
    this.start = false;
  }
}
  这段代码中的paint方法中并没有现成的方法,而是调用了IAVG接口的draw。紧接着,我们再设定一个AVGFrame用以加载AVGCanvas。

  view plaincopy to clipboardprint?

  • package org.loon.simple.avg;  
  • import java.awt.Color;  
  • import java.awt.Dimension;  
  • import java.awt.Frame;  
  • import java.awt.event.WindowAdapter;  
  • import java.awt.event.WindowEvent;  
  •   
  • /
  • Copyright 2008 - 2009
  •   
  • * Licensed under the Apache License, Version 2.0 (the "License"); you may not
  • use this file except in compliance with the License. You may obtain a copy of
  • the License at
  • *  
  • http://www.apache.org/licenses/LICENSE-2.0
  •   
  • * Unless required by applicable law or agreed to in writing, software
  • distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
  • WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
  • * License for the specific language governing permissions and limitations under
  • the License.
  •   
  • * @project loonframework
  • @author chenpeng
  • @email:ceponline@yahoo.com.cn
  • * @version 0.1
  • */  
  • public class AVGFrame extends Frame implements Runnable {  
  •     /**
  •        
  •      /  
  •     private static final long serialVersionUID = 198284399945549558L;  
  •     private IAVG avg;  
  •     private AVGCanvas canvas;  
  •     private boolean fps;  
  •     private String titleName;  
  •     private Thread mainLoop;  
  •     public AVGFrame(String titleName, int width, int height) {  
  •         this(new AVG(), titleName, width, height);  
  •     }  
  •     public AVGFrame(IAVG avg, String titleName, int width, int height) {  
  •         super(titleName);  
  •         Lib.WIDTH = width;  
  •         Lib.HEIGHT = height;  
  •         this.avg = avg;  
  •         this.titleName = titleName;  
  •         this.addKeyListener(avg);  
  •         this.setPreferredSize(new Dimension(width + 5, height + 25));  
  •         this.initCanvas(Lib.WIDTH, Lib.HEIGHT);  
  •         this.pack();  
  •         this.addWindowListener(new WindowAdapter() {  
  •             public void windowClosing(WindowEvent e) {  
  •                 System.exit(0);  
  •             }  
  •         });  
  •         this.setResizable(false);  
  •         this.setLocationRelativeTo(null);  
  •         this.setVisible(true);  
  •     }  
  •     public void run() {  
  •         gameLoop();  
  •     }  
  •     /**
  •       开始循环窗体图像
  •        
  •      */  
  •     private synchronized void gameLoop() {  
  •         canvas.startPaint();  
  •         long second = 0L;  
  •         int moveCount = 0;  
  •         // 循环绘制  
  •         for (;;) {  
  •             long start = System.currentTimeMillis();  
  •             this.paintScreen();  
  •             long end = System.currentTimeMillis();  
  •             long time = end - start;  
  •             long sleepTime = 20L - time;  
  •             if (sleepTime < 0L)  
  •                 sleepTime = 0L;  
  •             try {  
  •                 Thread.sleep(sleepTime);  
  •             } catch (InterruptedException e) {  
  •                 e.printStackTrace();  
  •             }  
  •             if (this.fps) {  
  •                 moveCount++;  
  •                 second += System.currentTimeMillis() - start;  
  •                 if (second >= 1000L) {  
  •                     this.setTitle(new StringBuilder(titleName).append(" FPS:")  
  •                             .append(moveCount).toString());  
  •                     moveCount = 0;  
  •                     second = 0L;  
  •                 }  
  •             }  
  •         }  
  •     }  
  •     /**
  •       启动游戏循环
  •        
  •      */  
  •     public void mainLoop() {  
  •         this.mainLoop = new Thread(this);  
  •         this.mainLoop.start();  
  •     }  
  •     /
  •       初始化背景帆布
  •        
  •      * @param width
  •       @param height
  •      /  
  •     private void initCanvas(final int width, final int height) {  
  •         canvas = new AVGCanvas(avg);  
  •         canvas.setBackground(Color.black);  
  •         canvas.setPreferredSize(new Dimension(width, height));  
  •         this.add(canvas);  
  •     }  
  •     public IAVG getAVG() {  
  •         return this.avg;  
  •     }  
  •     protected void processWindowEvent(WindowEvent e) {  
  •         super.processWindowEvent(e);  
  •     }  
  •     public synchronized void paintScreen() {  
  •         canvas.repaint();  
  •     }  
  •     public boolean isShowFPS() {  
  •         return fps;  
  •     }  
  •     public void setShowFPS(boolean fps) {  
  •         this.fps = fps;  
  •     }  
  •     public Thread getMainLoop() {  
  •         return mainLoop;  
  •     }  
  •     public String getTitleName() {  
  •         return titleName;  
  •     }  
  • }  
package org.loon.simple.avg;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
/**
  Copyright 2008 - 2009
  
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
  use this file except in compliance with the License. You may obtain a copy of
  the License at
* 
  [url]http://www.apache.org/licenses/LICENSE-2.0[/url]
  
* Unless required by applicable law or agreed to in writing, software
  distributed under the License is distributed . an "AS IS" BASIS, WITHOUT
  WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations under
  the License.
  
* @project loonframework
  @author chenpeng
  @email:[email]ceponline@yahoo.com.cn[/email]
* @version 0.1
*/
public class AVGFrame extends Frame implements Runnable {
/**
  
 /
private static final long serialVersionUID = 198284399945549558L;
private IAVG avg;
private AVGCanvas canvas;
private boolean fps;
private String titleName;
private Thread mainLoop;
public AVGFrame(String titleName, int width, int height) {

    this(new AVG(), titleName, width, height);
  }
  public AVGFrame(IAVG avg, String titleName, int width, int height) {
    super(titleName);
    Lib.WIDTH = width;
    Lib.HEIGHT = height;
    this.avg = avg;
    this.titleName = titleName;
    this.addKeyListener(avg);
    this.setPreferredSize(new Dimension(width + 5, height + 25));
    this.initCanvas(Lib.WIDTH, Lib.HEIGHT);
    this.pack();
    this.addWindowListener(new WindowAdapter() {
      public void windowClosing(WindowEvent e) {
        System.exit(0);
      }
    });
    this.setResizable(false);
    this.setLocationRelativeTo(null);
    this.setVisible(true);
  }
  public void run() {
    gameLoop();
  }
  /**
   * 开始循环窗体图像
   * 
   */
  private synchronized void gameLoop() {
    canvas.startPaint();
    long second = 0L;
    int moveCount = 0;
    // 循环绘制
    for (;;) {
      long start = System.currentTimeMillis();
      this.paintScreen();
      long end = System.currentTimeMillis();
      long time = end - start;
      long sleepTime = 20L - time;
      if (sleepTime &lt; 0L)
        sleepTime = 0L;
      try {
        Thread.sleep(sleepTime);
      } catch (InterruptedException e) {
        e.printStackTrace();
      }
      if (this.fps) {
        moveCount++;
        second += System.currentTimeMillis() - start;
        if (second &gt;= 1000L) {
          this.setTitle(new StringBuilder(titleName).append(" FPS:")
              .append(moveCount).toString());
          moveCount = 0;
          second = 0L;
        }
      }
    }
  }
  /**
   * 启动游戏循环
   * 
   */
  public void mainLoop() {
    this.mainLoop = new Thread(this);
    this.mainLoop.start();
  }
  /**
   * 初始化背景帆布
   * 
   * @param width
   * @param height
   */
  private void initCanvas(final int width, final int height) {
    canvas = new AVGCanvas(avg);
    canvas.setBackground(Color.black);
    canvas.setPreferredSize(new Dimension(width, height));
    this.add(canvas);
  }
  public IAVG getAVG() {
    return this.avg;
  }
  protected void processWindowEvent(WindowEvent e) {
    super.processWindowEvent(e);
  }
  public synchronized void paintScreen() {
    canvas.repaint();
  }
  public boolean isShowFPS() {
    return fps;
  }
  public void setShowFPS(boolean fps) {
    this.fps = fps;
  }
  public Thread getMainLoop() {
    return mainLoop;
  }
  public String getTitleName() {
    return titleName;
  }
}
  我们可以看到,在本例鼠标键盘事件及图像绘制完全通过接口方式实现。此时,只要让不同组件统一实现IControl接口,便可以轻松转换事件及图像的绘制。也正是我们都再熟悉不过的MVC模式中,通过Event导致Controller改变ModelView的基本原理。
  下一回,我们将具体讲解一个AVG游戏实现的基本流程。
  示例代码界面如下图:




  

示例程序下载地址:http://download.csdn.net/source/×××73(源码在jar内)
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