372 lines
16 KiB
Markdown
372 lines
16 KiB
Markdown
---
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front:
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hard: 进阶
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time: 40分钟
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---
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# 为小游戏地图添加引导
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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。
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点击[链接](https://g79.gdl.netease.com/Jungle_Demo.zip)可下载本章地图Demo。
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## 在大厅添加NPC
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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。
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在大厅内添加多个小动物形态的NPC:熊猫、鹦鹉、狼。
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> 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;
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## 制作UI添加引导手册
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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。
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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;
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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。
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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。
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**制作好UI后,我们需要将UI与NPC“连接”起来:**
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创建UI的脚本文件FlumeRideInfoUI.py,并继承ScreenNode类
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```python
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# -*- coding: utf-8 -*-
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import mod.client.extraClientApi as clientApi
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ViewBinder = clientApi.GetViewBinderCls()
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ViewRequest = clientApi.GetViewViewRequestCls()
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ScreenNode = clientApi.GetScreenNodeCls()
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class FlumeRideInfoUI(ScreenNode):
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def __init__(self, namespace, name, param):
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ScreenNode.__init__(self, namespace, name, param)
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```
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创建FlumeRideServerSystem.py、FlumeRideClientSystem.py
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```python
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# -*- coding: utf-8 -*-
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import mod.server.extraServerApi as serverApi
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ServerSystem = serverApi.GetServerSystemCls()
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class FlumeRideServerSystem(ServerSystem):
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def __init__(self, namespace, systemName):
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ServerSystem.__init__(self, namespace, systemName)
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# 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
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self.npcIdList = {"panda": "-85899345885", "panda2": "-158913789845", "parrot": "-158913789915", "wolf": "-158913789911"}
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nameSpace, systemName = serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName()
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# 监听PlayerAttackEntityEvent事件
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self.ListenForEvent(nameSpace, systemName, "PlayerAttackEntityEvent", self, self.PlayerAttackEntityEvent)
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# 玩家攻击生物时触发
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def PlayerAttackEntityEvent(self, args):
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# 由事件获取到的玩家攻击的生物ID
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playerId = args['playerId']
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entityId = args['victimId']
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# 判断不同的NPC生物
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if entityId == self.npcIdList["panda"]:
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# 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
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self.NotifyToClient(playerId, "OpenGameInfoUI", {"UIType": "panda"})
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elif entityId == self.npcIdList["panda2"]:
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pass
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elif entityId == self.npcIdList["parrot"]:
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pass
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elif entityId == self.npcIdList["wolf"]:
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self.NotifyToClient(playerId, "OpenGameInfoUI", {"UIType": "wolf"})
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```
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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。
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```python
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# -*- coding: utf-8 -*-
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import mod.client.extraClientApi as clientApi
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ClientSystem = clientApi.GetClientSystemCls()
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class FlumeRideClientSystem(ClientSystem):
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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print "Client初始化"
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nameSpace, systemName = clientApi.GetEngineNamespace(), clientApi.GetEngineSystemName()
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# 监听UiInitFinished事件
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self.ListenForEvent(nameSpace, systemName, "UiInitFinished", self, self.UiInitFinished)
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# 监听由FlumeRideServerSystem传过来的OpenGameInfoUI事件
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self.ListenForEvent("FlumeRide", "FlumeRideServerSystem", "OpenGameInfoUI", self, self.OpenUI)
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# 由FlumeRideServerSystem传过来的OpenGameInfoUI事件
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# 当玩家与NPC交互时,判断交互的NPC类型并打开对应的UI
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def OpenUI(self, args):
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UIType = args['UIType']
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if UIType == "panda":
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clientApi.PushScreen("FlumeRide", "FlumeRideGameInfo")
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elif UIType == "wolf":
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clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_1")
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# UI初始化完成,将UI注册
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def UiInitFinished(self, args):
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clientApi.RegisterUI("FlumeRide", "FlumeRideGameInfo", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameInfo.main")
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clientApi.RegisterUI("FlumeRide", "FlumeRideGameBook_1", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameBook.main")
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clientApi.RegisterUI("FlumeRide", "FlumeRideGameBook_2", "Script_FlumeRide.uiScript.FlumeRideInfoUI.FlumeRideInfoUI", "GameBook_2.main")
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```
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现在,我们攻击大厅的生物,就可以打开UI界面了。
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<img src="./images/16.gif" alt="16" style="zoom:120%;" />
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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。
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```json
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// ...
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// UI文件
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// 关闭按钮控件
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"GameInfoButton@common.button" : {
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// ···
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// 绑定按钮按下时触发的函数 %ScreenNode脚本.函数名
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"$pressed_button_name" : "%FlumeRideInfoUI.ClickedCloseButton",
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// 需要删除
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"button_mappings" : [],
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// ...
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},
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// 翻页按钮同理
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```
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```python
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# -*- coding: utf-8 -*-
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# ...
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class FlumeRideInfoUI(ScreenNode):
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def __init__(self, namespace, name, param):
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ScreenNode.__init__(self, namespace, name, param)
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# 绑定关闭按钮
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@ViewBinder.binding(ViewBinder.BF_ButtonClickUp)
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def ClickedCloseButton(self, args):
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clientApi.PopScreen()
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# 绑定翻页按钮
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@ViewBinder.binding(ViewBinder.BF_ButtonClickUp)
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def ClickedPageTurnButton(self, args):
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GameBook1UI = clientApi.GetUI("FlumeRide", "FlumeRideGameBook_1")
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GameBook2UI = clientApi.GetUI("FlumeRide", "FlumeRideGameBook_2")
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if GameBook1UI:
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clientApi.PopScreen()
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clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_2")
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elif GameBook2UI:
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clientApi.PopScreen()
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clientApi.PushScreen("FlumeRide", "FlumeRideGameBook_1")
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```
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<img src="./images/17.gif" alt="17" style="zoom:120%;" />
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## 添加NPC对话
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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。
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```python
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# -*- coding: utf-8 -*-
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import mod.server.extraServerApi as serverApi
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ServerSystem = serverApi.GetServerSystemCls()
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commandComp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId())
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class FlumeRideServerSystem(ServerSystem):
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def __init__(self, namespace, systemName):
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ServerSystem.__init__(self, namespace, systemName)
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# ...
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# 监听PlayerAttackEntityEvent事件
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self.ListenForEvent(nameSpace, systemName, "PlayerAttackEntityEvent", self, self.PlayerAttackEntityEvent)
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# 监听ClientLoadAddonsFinishServerEvent事件
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self.ListenForEvent(nameSpace, systemName, "ClientLoadAddonsFinishServerEvent", self, self.DataInit)
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# 玩家客户端加载完毕时触发,创建玩家数据
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def DataInit(self, args):
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# 由事件获取的玩家ID
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playerId = args['playerId']
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# 获取玩家的数据
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playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId)
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pandaMsgData = playerDataComp.GetExtraData("pandaMsg")
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# 如果这个玩家没有数据,就设置一个
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if not pandaMsgData:
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playerDataComp.SetExtraData("pandaMsg", 0) # 用来判断玩家的对话阶段
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# 玩家攻击生物时触发
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def PlayerAttackEntityEvent(self, args):
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def Panda2Guide():
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# 获取玩家的名称
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playerNameComp = serverApi.GetEngineCompFactory().CreateName(playerId)
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playerName = playerNameComp.GetName()
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# 获取玩家的pandaMsg数据
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playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId)
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pandaMsg = playerDataComp.GetExtraData("pandaMsg")
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commandComp.SetCommand("playsound random.orb " + playerName + " ~ ~ ~ 3 1 1")
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# 根据玩家当前的对话阶段,触发不同的对话分支
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if pandaMsg == 0:
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# 使用指令接口生成对话
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commandComp.SetCommand('tellraw ' + playerName + ' {"rawtext":[{"text":"熊猫 §a§l| §r§f《丛林激流》欢迎你! §a(1/6)"}]}')
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elif pandaMsg == 1:
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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)"}]}')
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elif pandaMsg == 2:
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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)"}]}')
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elif pandaMsg == 3:
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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)"}]}')
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elif pandaMsg == 4:
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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)"}]}')
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elif pandaMsg == 5:
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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)"}]}')
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# 到最后一条对话就重置数据并且return
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playerDataComp.SetExtraData("pandaMsg", 0)
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return
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# 更新当前数据+1
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pandaMsg += 1
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playerDataComp.SetExtraData("pandaMsg", pandaMsg)
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playerId = args['playerId']
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entityId = args['victimId']
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if entityId == self.npcIdList["panda"]:
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# ...
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elif entityId == self.npcIdList["panda2"]:
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Panda2Guide()
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elif entityId == self.npcIdList["parrot"]:
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# ...
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elif entityId == self.npcIdList["wolf"]:
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# ...
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```
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<img src="./images/18.gif" alt="18" style="zoom:120%;" />
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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。
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## 控制镜头介绍内容
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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。
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<img src="./images/19.gif" alt="19" style="zoom:120%;" />
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```python
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# -*- coding: utf-8 -*-
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import mod.server.extraServerApi as serverApi
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ServerSystem = serverApi.GetServerSystemCls()
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timerComp = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId())
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commandComp = serverApi.GetEngineCompFactory().CreateCommand(serverApi.GetLevelId())
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class FlumeRideServerSystem(ServerSystem):
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def __init__(self, namespace, systemName):
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ServerSystem.__init__(self, namespace, systemName)
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# ...
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def DataInit(self, args):
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# ...
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if not pandaMsgData:
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playerDataComp.SetExtraData("pandaMsg", 0)
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# 添加新的数据用于判断鹦鹉讲解的阶段
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playerDataComp.SetExtraData("parrotMsg", 0)
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def PlayerAttackEntityEvent(self, args):
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def ParrotGuide():
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# 获取玩家的名称
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playerNameComp = serverApi.GetEngineCompFactory().CreateName(playerId)
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playerName = playerNameComp.GetName()
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# 获取玩家的parrotMsg数据
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playerDataComp = serverApi.GetEngineCompFactory().CreateExtraData(playerId)
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parrotMsg = playerDataComp.GetExtraData("parrotMsg")
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# 根据玩家当前的讲解阶段,触发不同的讲解分支
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if parrotMsg == 0:
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# 传送玩家
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commandComp.SetCommand("tp " + playerName + " 29.5 80 -242.5 -20.4 31.4")
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# 发送事件到客户端用于锁定玩家的控制
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self.NotifyToClient(playerId, "PlayerCamera", {"Camera": "Lock"})
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# 使用指令接口生成对话
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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)"}]}')
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elif parrotMsg == 1:
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commandComp.SetCommand("tp " + playerName + " 23.6 79 -252.5 54.1 16.4")
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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)"}]}')
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elif parrotMsg == 2:
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commandComp.SetCommand("tp " + playerName + " 33.4 112 -136.4 -162.6 -7.8")
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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)"}]}')
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elif parrotMsg == 3:
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commandComp.SetCommand("tp " + playerName + " 22 68 -254 -114.8 0.9")
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# 讲解结束后,解锁玩家的控制
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self.NotifyToClient(playerId, "PlayerCamera", {"Camera": "UnLock"})
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# 重置阶段数据并return
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playerDataComp.SetExtraData("parrotMsg", 0)
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return
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commandComp.SetCommand("playsound random.orb " + playerName + " ~ ~ ~ 3 1 1")
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# 更新当前数据+1
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parrotMsg += 1
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playerDataComp.SetExtraData("parrotMsg", parrotMsg)
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playerId = args['playerId']
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entityId = args['victimId']
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if entityId == self.npcIdList["panda"]:
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# ...
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elif entityId == self.npcIdList["panda2"]:
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# ...
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elif entityId == self.npcIdList["parrot"]:
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# 触发四次ParrotGuide,利用定时器接口,实现延迟触发
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ParrotGuide()
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timerComp.AddTimer(10, ParrotGuide)
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timerComp.AddTimer(20, ParrotGuide)
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timerComp.AddTimer(30, ParrotGuide)
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elif entityId == self.npcIdList["wolf"]:
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# ...
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```
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```python
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# -*- coding: utf-8 -*-
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import mod.client.extraClientApi as clientApi
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ClientSystem = clientApi.GetClientSystemCls()
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class FlumeRideClientSystem(ClientSystem):
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def __init__(self, namespace, systemName):
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ClientSystem.__init__(self, namespace, systemName)
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# 监听由FlumeRideServerSystem传过来的PlayerCamera事件
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self.ListenForEvent("FlumeRide", "FlumeRideServerSystem", "PlayerCamera", self, self.PlayerCamera)
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# 用于锁定和解锁玩家控制
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def PlayerCamera(self, args):
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# 获取玩家控制接口
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controlComp = clientApi.GetEngineCompFactory().CreateOperation(clientApi.GetLevelId())
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if args["Camera"] == "Lock":
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controlComp.SetCanAll(False)
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elif args["Camera"] == "UnLock":
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controlComp.SetCanAll(True)
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```
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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!
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## 其它
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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:
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