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Replica Island 学习笔记 05 - 关卡数据

2014-10-15 21:49 183 查看

关卡数据

Replica Island的关卡数据记录在以下两个文件里:

res/xml/level_tree.xml
res/xml/linear_level_tree.xml

其文件结构都是一样的:

文件含有一个levelTree标签,levelTree标签囊括所有的关卡信息;
levelTree标签下包含一个或多个group标签;
group标签下包含一个或多个level标签;
level标签下不包含或者只包含一个dialog标签,level标签指定某个关卡的信息;
dialog标签下包含以下标签中的任何组合,每个标签最多出现一次:diary、character1、character2,dialog标签指定关卡内的NPC对话信息。

各个标签支持的属性:

标签属性
resourcetimetitlerestartablewaitmessagepast
levelTree
group
level关卡布局数据通关时间记录:

in res/values/strings.xml:

level_0_1_time ~ level_final_boss_time
关卡标题/存档:

in res/values/strings.xml:

level_0_1_sewer ~ level_final_boss_lab
关卡是否可以重玩

默认值为true

可设置为false
关卡开始前是否显示等待对话框

默认值为false

可设置为true
inThePast

默认值为false

可设置为true
dialog
diary日记数据:

in res/values/strings.xml:

Diary1 ~ Diary15
character1NPC对话信息
character2NPC对话信息

NPC对话信息

以下文件记录了各关卡里的NPC对话信息:

xml/level_0_1_dialog_wanda.xml

xml/level_0_2_dialog_kabocha_2.xml

......

xml/level_4_9_dialog_wanda.xml

xml/level_final_boss_dialog.xml

其文件结构都是一样的:

文件含有一个dialog标签,dialog标签囊括关卡内的所有NPC对话信息;
dialog标签下包含一个或多个conversation标签,conversation标签指定某处NPC的对话信息。有几个conversation标签,该关卡内就有几处NPC要对话。
conversation标签下包含一个或多个page标签,page标签指定某个NPC的一段对话。有几个page标签,该NPC就有几段话要说。

除了通关对话level_final_boss_dialog.xml,其他的对话文件,都是每个文件里只有一个NPC角色。page标签支持以下三个属性:

image:NPC头像,保存在res/drawable目录下:

res/drawable/kabocha_closeup_concern.png
res/drawable/kabocha_closeup_lunatic.png
res/drawable/kabocha_closeup_lunatic_02.png
res/drawable/kabocha_closeup_normal.png
res/drawable/kyle_closeup_angry.png
res/drawable/kyle_closeup_neutral.png
res/drawable/kyle_closeup_noglasses.png
res/drawable/rokudou_closeup_mask.png
res/drawable/rokudou_closeup_normal.png
res/drawable/wanda_happy.png
res/drawable/wanda_sad.png
res/drawable/wanda_smile.png
res/drawable/wanda_surprised.png

text:NPC对话字符串,字符串内容保存在以下文件里,每个NPC一个文件:

res/values/kabocha.xml
res/values/kyle.xml
res/values/rokudou.xml
res/values/wanda.xml

title:NPC名字,保存在res/values/strings.xml里:
<!-- names -->
<string name="Wanda">Wanda</string>
<string name="Kyle">Kyle</string>
<string name="Kabocha">Dr. Kabochanomizu</string>
<string name="Rokudou">Mr. Rokudou</string>
<string name="Android">Android</string>


例如如下的NPC对话情景:

XML代码字符串资源游戏画面
res/xml/linear_level_tree.xml

<group>
<level
resource="@raw/level_0_3_lab"
time="@string/level_0_3_time"
title="@string/level_0_3_lab" >
<dialog>
<character1 resource="@xml/level_0_3_dialog_kabocha" />
</dialog>
</level>
</group>

res/values/strings.xml

<string name="level_0_3_lab">Memory #002</string>

res/xml/level_0_3_dialog_kabocha.xml

<conversation>
<page
image="@drawable/kabocha_closeup_normal"
text="@string/Kabocha_0_3_1_1"
title="@string/Kabocha" />
<page
image="@drawable/kabocha_closeup_normal"
text="@string/Kabocha_0_3_1_2"
title="@string/Kabocha" />
</conversation>

res/values/strings.xml

<string name="Kabocha">Dr. Kabochanomizu</string>

res/values/kabocha.xml

<string name="Kabocha_0_3_1_1">Jolly ho, my little creation!  You are almost ready to venture out by yourself.  I need to tell you about your mission, which is of critical importance to the future of this planet.  But before that, let me show you a trick.</string>
<string name="Kabocha_0_3_1_2">First, make your way through this maze.  Make sure you pick up the red gem on the way.</string>






res/xml/level_0_3_dialog_kabocha.xml

<conversation>
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_2_1"
        title="@string/Kabocha" />
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_2_2"
        title="@string/Kabocha" />
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_2_3"
        title="@string/Kabocha" />
</conversation>

res/values/strings.xml

<string name="Kabocha">Dr. Kabochanomizu</string>

res/values/kabocha.xml

<string name="Kabocha_0_3_2_1">I’ve outfitted you with a special type of energy weapon that allows you to control machines.  While standing on the ground, <b>hold down the attack button</b> for a few seconds to charge up the <b>Possession Orb</b>.</string>
<string name="Kabocha_0_3_2_2">Once the Possession Orb is released, you can control its movement by tilting the phone.  Running it into a mechanical object will allow you to possess that object.  Pressing the attack button will destroy it and return control to your body.</string>
<string name="Kabocha_0_3_2_3">Try possessing that robot down there and using him to break through those blue blocks.  Here’s a hint: releasing a possessed robot causes it to explode.</string>








res/xml/level_0_3_dialog_kabocha.xml

<conversation>
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_3_1"
        title="@string/Kabocha" />
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_3_2"
        title="@string/Kabocha" />
    <page
        image="@drawable/kabocha_closeup_normal"
        text="@string/Kabocha_0_3_3_3"
        title="@string/Kabocha" />
</conversation>

res/values/strings.xml

<string name="Kabocha">Dr. Kabochanomizu</string>

res/values/kabocha.xml

<string name="Kabocha_0_3_3_1">Jolly good work!  You’re already asymptotically equal to my best neural net model.  </string>
<string name="Kabocha_0_3_3_2">One more thing about possession: those energy orbs require a lot of power to maintain, so you can only use them for a short time if you have not collected any gems.  Collecting gems will extend the amount of time the orb can survive before dissipating.</string>
<string name="Kabocha_0_3_3_3">Let’s practice possession a little more.  I’ll meet you up top.</string>










LevelTree.java

LevelTree负责管理所有的关卡信息,它提供方法loadLevelTree来加载所有的关卡信息:

public static final void loadLevelTree(int resource, Context context) {
...
}

方法get用于获取指定关卡信息:

public static final Level get(int row, int index) {
return levels.get(row).levels.get(index);
}

方法get的参数row指定group标签的下标,index指定group标签内level标签的下标。

方法loadAllDialog用于加载所有的NPC对话信息:

public final static void loadAllDialog(Context context) {
...
}

方法loadLevelTree和loadAllDialog共有两处引用,且都是一同调用的:

// AndouKun.onCreate()
int levelTreeResource = R.xml.level_tree;
if (mLinearMode != 0) {
levelTreeResource = R.xml.linear_level_tree;
}

if (!LevelTree.isLoaded(levelTreeResource)) {
LevelTree.loadLevelTree(levelTreeResource, this);
LevelTree.loadAllDialog(this);
}

// MainMenuActivity.onCreate()
SharedPreferences prefs =
getSharedPreferences(PreferenceConstants.PREFERENCE_NAME, MODE_PRIVATE);
final int row = prefs.getInt(PreferenceConstants.PREFERENCE_LEVEL_ROW, 0);
final int index = prefs.getInt(PreferenceConstants.PREFERENCE_LEVEL_INDEX, 0);
int levelTreeResource = R.xml.level_tree;
if (row != 0 || index != 0) {
final int linear = prefs.getInt(PreferenceConstants.PREFERENCE_LINEAR_MODE, 0);
if (linear != 0) {
levelTreeResource = R.xml.linear_level_tree;
}
}

if (!LevelTree.isLoaded(levelTreeResource)) {
LevelTree.loadLevelTree(levelTreeResource, this);
LevelTree.loadAllDialog(this);
}

这两处调用都是将所有的关卡信息、NPC对话信息一次性都加载入内存。这并不是最优化的处理,其实对于NPC对话信息,应该只加载玩家当前要玩的关卡和下一关卡的对话信息即可。不知道为什么Chris Pruett没有这么做,也许因为Replica Island只是个教学产品?

关卡布局数据

关卡布局数据保存在以下文件中:

raw/level_0_1_sewer_kyle.bin
raw/level_0_1_sewer_wanda.bin
......
raw/level_4_9_underground.bin
raw/level_final_boss_lab.bin

关卡布局数据通过方法LevelSystem.loadLevel()来解析。分析该方法的代码后,可以得知关卡布局数据文件的格式:

位移(字节)长度(字节)类型说明
01byte关卡布局数据文件的标识,值必须为96。
11byte关卡地图的层数 layerCount
21byte关卡地图背景层的索引,下标从1开始。
3layerSize11byte关卡地图层1地图层类型
41byte地图砖块索引 tileIndex 作用?下标起始值?
54float, little endian地图层卷动速度 scrollSpeed
单位?
91byteTiledWorld地图层数据标识,值必须为42。
104int, little endian地图层的宽度(以砖块数量计)layerWidth
144int, little endian地图层的宽度(以砖块数量计)layerHeight
18totalLayerTilesbyte array地图层的砖块索引数组

totalLayerTiles = layerWidth * layerHeight
layerSize2关卡地图层2
............
layerSizeN关卡地图层N (N = layerCount)
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