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俄羅斯方塊“游戲設(shè)計(jì)”畢業(yè)設(shè)計(jì)(已修改)

2024-12-19 15:04 本頁面
 

【正文】 I 畢業(yè)設(shè)計(jì) 俄羅斯方塊 “ 游戲設(shè)計(jì) ” II 目 錄 摘 要 ............................................................................................................................... I ABSTRACT ......................................................................................................................... II 第一章 緒論 ........................................................................................................................ 1 電子游戲及其分類 ....................................................................................................... 1 電子游戲發(fā)展現(xiàn)狀 ....................................................................................................... 1 電子游戲在國(guó)外的發(fā)展現(xiàn)狀 ............................................................................ 1 電子游戲在國(guó)內(nèi)的發(fā)展現(xiàn)狀 ............................................................................ 2 設(shè)計(jì)工具簡(jiǎn)介 ............................................................................................................... 4 第二章 游戲設(shè)計(jì)概論 ........................................................................................................ 5 游戲設(shè)計(jì)導(dǎo)論 ............................................................................................................... 5 為什么使用 Visual C++來設(shè)計(jì)游戲 ................................................................. 5 游戲舞臺(tái)的坐標(biāo)系統(tǒng) ........................................................................................ 6 游戲架構(gòu)與規(guī)劃 ........................................................................................................... 7 游戲劇本的規(guī)劃與設(shè)計(jì) ............................................................................................... 8 第三章 動(dòng)畫的制作 ...........................................................................................................11 控制動(dòng)畫顯示時(shí)間 ......................................................................................................11 定時(shí)器的運(yùn)用 ...................................................................................................11 顯示動(dòng)畫 ...........................................................................................................11 特殊動(dòng)畫效果 ............................................................................................................. 12 鏤空動(dòng)畫技巧 .................................................................................................. 12 半透明動(dòng)畫技巧 .............................................................................................. 13 物體的移動(dòng) ................................................................................................................. 14 勻速和變速運(yùn)動(dòng) .............................................................................................. 14 動(dòng)量、重力與重力加速度 .............................................................................. 14 物體間的碰撞 ............................................................................................................. 15 通過范圍檢測(cè)碰撞 .......................................................................................... 15 通過顏色檢測(cè)碰撞 .......................................................................................... 16 通過行進(jìn)路線檢測(cè)碰撞 .................................................................................. 16 第四章 消息管理和人工智能 .......................................................................................... 18 鍵盤消息 ..................................................................................................................... 18 處理鍵盤輸入消息 .......................................................................................... 18 使用鍵盤控制人物移動(dòng) .................................................................................. 19 III 鼠標(biāo)消息 ..................................................................................................................... 20 處理鼠標(biāo)輸入消息 .......................................................................................... 20 改變鼠標(biāo)指針 .................................................................................................. 21 移動(dòng)型人工智能 ......................................................................................................... 21 固定模式移動(dòng) .................................................................................................. 21 追逐移動(dòng) .......................................................................................................... 22 躲避移動(dòng) .......................................................................................................... 23 行為型人工智能 ......................................................................................................... 23 物體的動(dòng)作行為 .............................................................................................. 23 查找最佳路徑 .................................................................................................. 24 策略型人工智能 ......................................................................................................... 25 第五章 “俄羅斯方塊 ”游戲設(shè)計(jì) ....................................................................................... 28 游戲簡(jiǎn)介 ..................................................................................................................... 28 創(chuàng)建界面的主框架 ..................................................................................................... 29 用 ClassWizard 生成 CPropertySheet............................................................ 29 CPropertySheet類成員 .................................................................................. 30 顯示背景 ..................................................................................................................... 31 方塊的控制和顯示 ..................................................................................................... 32 顯示區(qū)域的創(chuàng)建 .............................................................................................. 32
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