Creation of game script is the basis of success of game making.
游戏剧本创作,是游戏制作成功的基础。
Mainly, it includes the game style, the structure of instructional games, the roles, the interface, the interactive features, the reward and punishment mechanism, and ultimately a game script.
主要包括对游戏风格、教育游戏的结构、角色、界面、交互功能、奖励与惩罚机制的确定,并最终设计出游戏脚本。
The script takes a database handle and the game ID.
此脚本获得了一个数据库句柄和游戏id。
This code starts with building a helper script called show_moves that gets the current moves for a given game and exports them as XML.
这段代码一开始构建一个名为show _ moves的helper脚本,用于获得给定游戏的当前步着,并把它们导出为XML。
To verify that the server was connected, you can execute the curl command against the moves.php script on the server to get the most recent list of game moves.
要验证已连接上服务器,您可以在服务器上通过curl命令来执行moves.php脚本,从而获取游戏动作的最新列表。
Script that returns the current moves for the specified game.
第一个脚本是moves . php脚本,用于返回指定游戏的当前步着。
For instance, the configure script used for Angband (a Roguelike game) has an optional flag, — enable-gtk, to tell it to build with GTK support.
例如,用于Angband(一个Roguelike游戏)的configure脚本有一个可选的标记——enable - gtk,以告诉脚本在编译时启用gtk支持。
Other game applications of VMs include the ScummVM which provides a VM environment for the script Creation Utility for Maniac Mansion SCUMM scripting language created in 1987.
VMs的其他游戏应用程序包括ScummVM(它提供一个VM环境供ManiacMansion (SCUMM)脚本语言的脚本创建工具使用)(创建于1987年)。
Let's put a script together that helps store and find game notes.
让我们整合一个帮助存储和找到游戏提示的脚本。
For this to be useful, however, we need some way for our script to see into the game world and check for conditions that might alter our AI behavior.
这很有用,但是,我们还需要一些方法让我们的脚本进入游戏世界并检查那些可能引起AI行为改变的条件。
Understanding how our scripts will talk to each other lets us break our game into many script components, while still creating the functionality we need with the least amount of effort.
了解我们的脚本将如何互相交谈,让我们打入许多脚本组件我们的游戏,同时还创造的功能,我们需要用最少的努力。
The game engine then makes the text strings available to the script system, which analyzes the text and provides an appropriate response.
然后游戏引擎让脚本系统可以使用这些文本,以便于分析文本并对此做出适当的响应。
The game engine will evaluate the script and link this behavior to the cowardly troll.
游戏引擎将会计算这个脚本并把这个行为和胆怯的巨人相关联。
Story functions as a script for game, while game is a potential story.
其中故事呈现为游戏的脚本,而游戏则是潜在的故事。
The previous script examples show how game AI can respond in a given situation, but it's also sometimes necessary for game characters to have some type of verbal interaction with the player.
先前的脚本实例展示过游戏AI如何给定的状态做出反应,但有时候对于游戏角色来说有必要与玩家进行某种类型的语言交互。
Perhaps you want the script to be easy to read and write for the game designers, but not necessarily for the game player.
或许你希望对于设计者来说脚本是易于读和写的,而对于玩家却不是必需的。
XTC makes changes in nearly every game file, thus installing any other mod or script will most likely lead to an incompatibility.
XTC把几乎所有游戏文件都改了(看看这帮混蛋干了什么好事),因此其他一切所有脚本貌似估计可能会导致不兼容。
They are used simply as a way for the script to evaluate a particular condition in the game world.
作为脚本估测(计算)游戏世界中一个特殊条件的通道,它们使用简单。
How many books on TA describe how to increase game behaviour and decrease the capacity for intimacy. How many describe how to avoid intimacy and increase script bound thinking and feeling.
有多少交互作用分析学的书描述过怎样增加游戏行为减少亲密成分,有多少描述过怎样避免亲密和扩大思维和感觉的心理脚本的边界。
What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly together. That was the toughest part.
我们试着在撰写脚本的同时,将关卡设计和游戏设计无缝地合并起来,这是最困难的部分。
Here, we propose that the term of "game impulsion", from which come "Script of aesthetic Education", is the key concept to understand the aesthetics system of Schiller.
本文认为,在《审美教育书简》中所提出的“游戏冲动”这一概念是理解席勒美学思想体系的关键。
Create an empty game object named PhysicsTest and add script PhysicsTest to it and set both, cube reference and initial velocity of it.
创建一个名为“物理测试”的空游戏对象并添加“物理测试”脚本,并设置它的方块引用和初始速度。
Ability to script interesting cinematic sequences using in-game art.
具有使用脚本去制作游戏电影艺术的才能。
When writing game code, one often ends up needing to script a sequence of events. This could result in code like the following.
写游戏代码,往往最终需要代码为连续的事件。结果会像这样。
Mono memory handles script objects, wrappers for Unity objects (game objects, assets, components, etc).
Mono内存为Unity对象(游戏对象,资源,组件等等)控制脚本对象和封装器。
Now that we've shown you how to write a typical script to check player input for a give set of keywords, let's look at how the actual game engine checks player input for a given keyword.
既然我们已经向你展示了如何编写在一个典型的检测玩家的输入是否存在给定的关键词集,让我们看看真正的游戏引擎是如何检测玩家输入中的关键词的。
Now that we've shown you how to write a typical script to check player input for a give set of keywords, let's look at how the actual game engine checks player input for a given keyword.
既然我们已经向你展示了如何编写在一个典型的检测玩家的输入是否存在给定的关键词集,让我们看看真正的游戏引擎是如何检测玩家输入中的关键词的。
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