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Novice guidance and event management system in game development

2020-11-06 21:14:36 Chen Guangwen

Preface

At the end of game development , Most games will be connected to the novice guide function , Enhance the player's game experience , Not to let the player into the game, there is a sense of cold or at a loss . It is estimated that there are 100 ways for a hundred people to guide them , Next, I'm going to share how I use it , And with the discussion of some problems .

Teaching guidance

1. Focus with a simple mask .

This way can distract the player's attention , After all, there is a lot of content when you enter the game , But people's ability to accept is limited . You can decide whether there is a mask based on the configuration table settings  Insert picture description here

2. Put guidance at the top , Screen touch events

This way is easier , It also avoids the guide error caused by the player's random point . But we can use the configuration table , Decide if this step is mandatory guidance , If not, you can not block the event .  Insert picture description here

3. How to get the finger position

Through the configured interface node name , The control name gets the node directly . Here we use the form of array to configure , It's reserved for drag and drop teaching . Let your fingers slide from one position to another .

    setWidget() {
        if (this.widget) {
            return;
        }
        let parent = EngineHelper.findChild(this.className, UIManager.instance().getRoot())
        if (parent) {
            if (this.widgetName) {
                if (this.widgetName == 'this') {
                    this.widget = parent;
                } else {
                    this.widget = EngineHelper.findChild(this.widgetName, parent)
                }
                if (this.index >= 0) {
                    this.widget = this.widget.children[this.index]
                    if (this.index2 >= 0) {
                        this.widget = this.widget.children[this.index2]
                    }
                }

            } else {
                this.widget = parent;
            }
        }
    }

Then, the coordinates of the nodes are assigned to the fingers through transformation  Insert picture description here

3. How to trigger a function .

Configure the nodes in the data table , Components , And function name  Insert picture description here When the user clicks his finger , Call... Directly through code

    trigger() {
        if (this.widget) {
            let comp = this.widget.getComponent(this.compName)
            if (comp) {
                comp[this.funcName]();
            }else{
                cc.warn(' comp is null ',this.compName)
            }
        }
    }

Complete teaching data sheet  Insert picture description here

Event manager

Various events may be triggered in the game , Teaching is just one of them , It's also possible to prompt , Set the node to hide , Assign a character to a point , wait . The event manager decides whether to turn on or not according to the specific conditions and judgment conditions .  Insert picture description here The possible types are  Insert picture description here Contrast type :  Insert picture description here Compare the value passed in at trigger time with the demand value in the data sheet , Judge whether the first stage is tenable . If it is true to judge whether the additional conditions are true , If set up , So the event starts . Perform each step in the event table . The reason why two judgments are added here is for the sake of efficiency , When a type of event is triggered, only the event corresponding to that type is checked .  Insert picture description here

4. Event handling

In the data table to configure each step to do things and parameters  Insert picture description here The first column is the event execution sequence number , Unique identification . The second column is events ID, It's an index column , If you pass in 1 You're going to get directly a containing [1,2,3] Array of The third column is the setting of whether to archive or not , That is, where to archive , If it's online games , Which step tells the server that the event ends . The fourth column It's the type of operation ,  Insert picture description here Organize all the functions through code . So , Teaching is just a small part of the event management system .

    update() {
        let item = this.event.getItemModel()
        // cc.log('update ================= step ', this.step, ' this.eventID ', this.eventID)
        switch (item.getOperateType()) {
            case OperateType.OPEN_DIALOG:
                break;
            case OperateType.OPEN_GUIDE:
                GuideManager.instance().start(item.getParam())
                break;
            case OperateType.OPEN_TIP:
                TipController.instance().showTip(item.getParam(), () => {
                    this.event.next()
                })
                break;
            case OperateType.IN_VISIBLE:
                let list = item.getParam().split(':')
                let parent = UIManager.instance().getRoot()
                while (list.length > 0) {
                    let name = list.shift();
                    let node = EngineHelper.findChild(name, parent)
                    if (node) {
                        parent = node;
                    } else {
                        break;
                    }
                }
                cc.log(' list.length  ===========   ', list.length)
                if (parent && list.length == 0) {
                    parent.active = false;
                    this.event.next()
                }
                break;
            default:
                this.emit(GameEventName.EVENT_UPDATE, item)
                break;
        }
    }

According to your own defined processing type , Configure different parameters in the data table , Do different things in the code . It has been defualt Because some operations are not accessible to the manager . For example, the operation of the characters in the game , It should be about the emulator , So the emulator listens for events , And then according to the different Call different functions , Implement different logic .

5. When to check Events

The timing of event checking depends on the defined trigger type , When your conditions hold , Need to actively call the event manager checkEvent function , Input the corresponding trigger condition type , And a specific value . Here are a few examples .

  1. After entering the interface, enter the start Active check in function  Insert picture description here

  2. When the interface has been opened, receive the notification triggered by the event manager through the event .  Insert picture description here

  3. When UI closed . For example, offline rewards may pop up when you first enter the hall , Check in, etc , Trigger when these interfaces are closed .  Insert picture description here

summary

The above is the event management system I use in game development , In theory, you can do whatever you want . The code has been submitted to the framework project . If you are interested, you can do your own research .​

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image

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本文为[Chen Guangwen]所创,转载请带上原文链接,感谢