--- front: hard: 进阶 time: 40分钟 --- # 为小游戏地图添加引导 我们来制作一个小游戏玩法地图DEMO,并且为这个地图的大厅中添加一些引导。 点击[链接](https://g79.gdl.netease.com/Jungle_Demo.zip)可下载本章地图Demo。 ## 在大厅添加NPC 先简单制作一个大厅场景,地图名为《丛林激流》,是一个轻松的“水上竞速”玩法地图;而游戏场景设定是游乐园风格,所以在大厅添加了多个游乐园会出现的小摊,引导NPC将放置于此。 ![10](./images/10.png) 在大厅内添加多个小动物形态的NPC:熊猫、鹦鹉、狼。 > 有游戏背景或世界观的玩法地图,将所有的游戏元素风格统一化也是很重要的; ![11](./images/11.png) ## 制作UI添加引导手册 引导手册可以有很多方式体现,最简单的方法就是将引导文字写在【书与笔】上并放在游戏比较“显眼”的位置即可。不过这次我们放置了NPC,所以需要制作UI,在玩家与NPC交互的时候,显示UI。 ![12](./images/12.png) 打开我的世界开发工作台的界面编辑器,制作引导手册界面和欢迎界面; ![13](./images/13.png) 欢迎界面主要填充一些对于地图的基本介绍和简单引导;当然,实际需要什么内容,还是根据引导设计和开发者习惯来决定。 引导手册则需要多页,将玩法内容罗列在此供玩家翻阅、学习。大部分情况下,小游戏地图不怎么需要引导手册,因为无论是场景还是玩法都是有局限性的,玩家在游玩的过程中必定会发现和体验到,全部的内容被玩家了解后,在真正游玩的时候可能会丧失一定的新鲜感。 ![14](./images/14.png) ![15](./images/15.png) **制作好UI后,我们需要将UI与NPC“连接”起来:** 创建UI的脚本文件FlumeRideInfoUI.py,并继承ScreenNode类 ```python # -*- coding: utf-8 -*- import mod.client.extraClientApi as clientApi ViewBinder = clientApi.GetViewBinderCls() ViewRequest = clientApi.GetViewViewRequestCls() ScreenNode = clientApi.GetScreenNodeCls() class FlumeRideInfoUI(ScreenNode): def __init__(self, namespace, name, param): ScreenNode.__init__(self, namespace, name, param) ``` 创建FlumeRideServerSystem.py、FlumeRideClientSystem.py ```python # -*- coding: utf-8 -*- import mod.server.extraServerApi as serverApi ServerSystem = serverApi.GetServerSystemCls() class FlumeRideServerSystem(ServerSystem): def __init__(self, namespace, systemName): ServerSystem.__init__(self, namespace, systemName) # 提前将放在大厅的NPC生物ID获取到并保存在这里,用于判断玩家交互的NPC self.npcIdList = {"panda": "-85899345885", "panda2": "-158913789845", "parrot": "-158913789915", "wolf": "-158913789911"} nameSpace, systemName = serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName() # 监听PlayerAttackEntityEvent事件 self.ListenForEvent(nameSpace, systemName, "PlayerAttackEntityEvent", self, self.PlayerAttackEntityEvent) # 玩家攻击生物时触发 def PlayerAttackEntityEvent(self, args): # 由事件获取到的玩家攻击的生物ID playerId = args['playerId'] entityId = args['victimId'] # 判断不同的NPC生物 if entityId == self.npcIdList["panda"]: # 发送事件到客户端,打开UI,传输字典参数UIType用来判断玩家交互的生物以打开不同UI self.NotifyToClient(playerId, "OpenGameInfoUI", {"UIType": "panda"}) elif entityId == self.npcIdList["panda2"]: pass elif entityId == self.npcIdList["parrot"]: pass elif entityId == self.npcIdList["wolf"]: self.NotifyToClient(playerId, "OpenGameInfoUI", {"UIType": "wolf"}) ``` 在服务端脚本添加玩家攻击生物的事件并判断,如果是大厅的NPC,就传输事件到客户端创建UI。 ```python # -*- coding: utf-8 -*- import mod.client.extraClientApi as clientApi ClientSystem = clientApi.GetClientSystemCls() class FlumeRideClientSystem(ClientSystem): def __init__(self, namespace, systemName): ClientSystem.__init__(self, namespace, systemName) print "Client初始化" nameSpace, systemName = clientApi.GetEngineNamespace(), clientApi.GetEngineSystemName() # 监听UiInitFinished事件 self.ListenForEvent(nameSpace, systemName, "UiInitFinished", self, self.UiInitFinished) # 监听由FlumeRideServerSystem传过来的OpenGameInfoUI事件 self.ListenForEvent("FlumeRide", "FlumeRideServerSystem", "OpenGameInfoUI", self, self.OpenUI) # 由FlumeRideServerSystem传过来的OpenGameInfoUI事件 # 当玩家与NPC交互时,判断交互的NPC类型并打开对应的UI def OpenUI(self, args): UIType = args['UIType'] if UIType == "panda": clientApi.PushScreen("FlumeRide", "FlumeRideGameInfo") elif UIType == "wolf": clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_1") # UI初始化完成,将UI注册 def UiInitFinished(self, args): clientApi.RegisterUI("FlumeRide", "FlumeRideGameInfo", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameInfo.main") clientApi.RegisterUI("FlumeRide", "FlumeRideGameBook_1", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameBook.main") clientApi.RegisterUI("FlumeRide", "FlumeRideGameBook_2", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameBook_2.main") ``` 现在,我们攻击大厅的生物,就可以打开UI界面了。 16 简单修改UI文件,将关闭按钮和引导手册的翻页按钮与FlumeRideInfoUI.py脚本文件中的某个函数绑定。 ```json // ... // UI文件 // 关闭按钮控件 "GameInfoButton@common.button" : { // ··· // 绑定按钮按下时触发的函数 %ScreenNode脚本.函数名 "$pressed_button_name" : "%FlumeRideInfoUI.ClickedCloseButton", // 需要删除 "button_mappings" : [], // ... }, // 翻页按钮同理 ``` ```python # -*- coding: utf-8 -*- # ... class FlumeRideInfoUI(ScreenNode): def __init__(self, namespace, name, param): ScreenNode.__init__(self, namespace, name, param) # 绑定关闭按钮 @ViewBinder.binding(ViewBinder.BF_ButtonClickUp) def ClickedCloseButton(self, args): clientApi.PopScreen() # 绑定翻页按钮 @ViewBinder.binding(ViewBinder.BF_ButtonClickUp) def ClickedPageTurnButton(self, args): GameBook1UI = clientApi.GetUI("FlumeRide", "FlumeRideGameBook_1") GameBook2UI = clientApi.GetUI("FlumeRide", "FlumeRideGameBook_2") if GameBook1UI: clientApi.PopScreen() clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_2") elif GameBook2UI: clientApi.PopScreen() clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_1") ``` 17 ## 添加NPC对话 接下来为另一位NPC添加对话,简单描述一下地图背景和引导即可。 ```python # -*- coding: utf-8 -*- import mod.server.extraServerApi as serverApi ServerSystem = serverApi.GetServerSystemCls() commandComp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId()) class FlumeRideServerSystem(ServerSystem): def __init__(self, namespace, systemName): ServerSystem.__init__(self, namespace, systemName) # ... # 监听PlayerAttackEntityEvent事件 self.ListenForEvent(nameSpace, systemName, "PlayerAttackEntityEvent", self, self.PlayerAttackEntityEvent) # 监听ClientLoadAddonsFinishServerEvent事件 self.ListenForEvent(nameSpace, systemName, "ClientLoadAddonsFinishServerEvent", self, self.DataInit) # 玩家客户端加载完毕时触发,创建玩家数据 def DataInit(self, args): # 由事件获取的玩家ID playerId = args['playerId'] # 获取玩家的数据 playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId) pandaMsgData = playerDataComp.GetExtraData("pandaMsg") # 如果这个玩家没有数据,就设置一个 if not pandaMsgData: playerDataComp.SetExtraData("pandaMsg", 0) # 用来判断玩家的对话阶段 # 玩家攻击生物时触发 def PlayerAttackEntityEvent(self, args): def Panda2Guide(): # 获取玩家的名称 playerNameComp = serverApi.GetEngineCompFactory().CreateName(playerId) playerName = playerNameComp.GetName() # 获取玩家的pandaMsg数据 playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId) pandaMsg = playerDataComp.GetExtraData("pandaMsg") commandComp.SetCommand("playsound random.orb " + playerName + " ~ ~ ~ 3 1 1") # 根据玩家当前的对话阶段,触发不同的对话分支 if pandaMsg == 0: # 使用指令接口生成对话 commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f《丛林激流》欢迎你! §a(1/6)"}]}') elif pandaMsg == 1: commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f丛林的小动物们和人类一起建造了这里! §a(2/6)"}]}') elif pandaMsg == 2: commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f今天是激流游乐园开业的第一天; §a(3/6)"}]}') elif pandaMsg == 3: commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f鹦鹉小姐会教你如何在水赛道上更加灵活 §a(4/6)"}]}') elif pandaMsg == 4: commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f关于丛林激流的一切还可以问问狼先生,他什么都知道 §a(5/6)"}]}') elif pandaMsg == 5: commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f当然,不要忘了叫上小伙伴一起享受这快乐的游戏时光! §a(6/6)"}]}') # 到最后一条对话就重置数据并且return playerDataComp.SetExtraData("pandaMsg", 0) return # 更新当前数据+1 pandaMsg += 1 playerDataComp.SetExtraData("pandaMsg", pandaMsg) playerId = args['playerId'] entityId = args['victimId'] if entityId == self.npcIdList["panda"]: # ... elif entityId == self.npcIdList["panda2"]: Panda2Guide() elif entityId == self.npcIdList["parrot"]: # ... elif entityId == self.npcIdList["wolf"]: # ... ``` 18 使用【指令】实现这种对话效果,表现力较为薄弱,如果用UI代替会更好;但是实现起来会非常简单,如果对UI不熟练,可以使用这种方法。 ## 控制镜头介绍内容 还剩最后一位NPC:鹦鹉;它将带领玩家观赏和讲解游戏中的场景和内容。 19 ```python # -*- coding: utf-8 -*- import mod.server.extraServerApi as serverApi ServerSystem = serverApi.GetServerSystemCls() timerComp = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId()) commandComp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId()) class FlumeRideServerSystem(ServerSystem): def __init__(self, namespace, systemName): ServerSystem.__init__(self, namespace, systemName) # ... def DataInit(self, args): # ... if not pandaMsgData: playerDataComp.SetExtraData("pandaMsg", 0) # 添加新的数据用于判断鹦鹉讲解的阶段 playerDataComp.SetExtraData("parrotMsg", 0) def PlayerAttackEntityEvent(self, args): def ParrotGuide(): # 获取玩家的名称 playerNameComp = serverApi.GetEngineCompFactory().CreateName(playerId) playerName = playerNameComp.GetName() # 获取玩家的parrotMsg数据 playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId) parrotMsg = playerDataComp.GetExtraData("parrotMsg") # 根据玩家当前的讲解阶段,触发不同的讲解分支 if parrotMsg == 0: # 传送玩家 commandComp.SetCommand("tp " + playerName + " 29.5 80 -242.5 -20.4 31.4") # 发送事件到客户端用于锁定玩家的控制 self.NotifyToClient(playerId, "PlayerCamera", {"Camera": "Lock"}) # 使用指令接口生成对话 commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"鹦鹉 §e§l| §r§f这是摩托艇,你需要驾驶它驰骋在丛林河道上 §a(1/3)"}]}') elif parrotMsg == 1: commandComp.SetCommand("tp " + playerName + " 23.6 79 -252.5 54.1 16.4") commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"鹦鹉 §e§l| §r§f在丛林中,你会看到幸运Q块,用弩射击它将会发生随机的事件 §a(2/3)"}]}') elif parrotMsg == 2: commandComp.SetCommand("tp " + playerName + " 33.4 112 -136.4 -162.6 -7.8") commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"鹦鹉 §e§l| §r§f熟练操控摩托艇,精准射击幸运Q块,在丛林中激流吧! §a(3/3)"}]}') elif parrotMsg == 3: commandComp.SetCommand("tp " + playerName + " 22 68 -254 -114.8 0.9") # 讲解结束后,解锁玩家的控制 self.NotifyToClient(playerId, "PlayerCamera", {"Camera": "UnLock"}) # 重置阶段数据并return playerDataComp.SetExtraData("parrotMsg", 0) return commandComp.SetCommand("playsound random.orb " + playerName + " ~ ~ ~ 3 1 1") # 更新当前数据+1 parrotMsg += 1 playerDataComp.SetExtraData("parrotMsg", parrotMsg) playerId = args['playerId'] entityId = args['victimId'] if entityId == self.npcIdList["panda"]: # ... elif entityId == self.npcIdList["panda2"]: # ... elif entityId == self.npcIdList["parrot"]: # 触发四次ParrotGuide,利用定时器接口,实现延迟触发 ParrotGuide() timerComp.AddTimer(10, ParrotGuide) timerComp.AddTimer(20, ParrotGuide) timerComp.AddTimer(30, ParrotGuide) elif entityId == self.npcIdList["wolf"]: # ... ``` ```python # -*- coding: utf-8 -*- import mod.client.extraClientApi as clientApi ClientSystem = clientApi.GetClientSystemCls() class FlumeRideClientSystem(ClientSystem): def __init__(self, namespace, systemName): ClientSystem.__init__(self, namespace, systemName) # 监听由FlumeRideServerSystem传过来的PlayerCamera事件 self.ListenForEvent("FlumeRide", "FlumeRideServerSystem", "PlayerCamera", self, self.PlayerCamera) # 用于锁定和解锁玩家控制 def PlayerCamera(self, args): # 获取玩家控制接口 controlComp = clientApi.GetEngineCompFactory().CreateOperation(clientApi.GetLevelId()) if args["Camera"] == "Lock": controlComp.SetCanAll(False) elif args["Camera"] == "UnLock": controlComp.SetCanAll(True) ``` 这种形式非常直观、生动;镜头可以是静态的,也可以制作成动态;镜头内的方块、生物等内容也可以通过动画加强表现力。非常适合用来设计引导! ## 其它 在一些可交互或者有玩法内容的实体、方块上添加标识,会更加直观: ![20](./images/20.png)