然后,开拍...

一切都是动作与反应

没错,我用的是白色背景

Yaml

为了节省时间,我不想写游戏编辑器,于是决定使用 yaml 文件。它的好处是可以用引用来避免重复。而且将来我也许可以做一个导出 yaml 文件的编辑器。

yaml 文件里要描述每个场景、每个角色可能发生的每一个动作。下面是 scene20.yml 的一个片段。你可以看到会下5秒钟的雨,场景开始时会出现一段文字。还能看到一些悬停动作,以及当你选择比如“打开”“信息牌”这个动作时会发生什么。

# START scene
# ==================================================
*action-scene-entities-ready-after:
  - <<: *particle-system
    <<: *particle-system-settings-rain
    id: 200143
    ukey: *particle-rain-20
    stopTime: 5

*action-scene-start:
  - <<: *trigger
    id: 200144
    run_once: true
    methods:
      - *particle-rain-20:
        - start: nil
  - <<: *text
    id: 200104
    run_once: true
    text: "The Netherlands, Drente\n52°52'3.95\"N, 6°52'15.01\"E"
    <<: *tween-text-bottom-left-fade-in-fade-out

# HOVER
# ==================================================
*action-hover:
  *information-board1: Information board
  *portal-key: An old stone with inscriptions
  *branch: A tree root
  *pole: Pole
  *broken-information-board1: Broken information board
  *dolmens: Dolmens
  *stone-circle: Stone circle
  *hotspot-20-exit: Go home
  *hotspot-20-stone-circle: The center of the stone circle

# GLOBAL OPEN
# ==================================================
*action-open:
  *information-board1:
    - <<: *say
      id: 200007
      text: You cannot open an information board, it is a wooden panel with text and images
  *portal-key:
    - <<: *walk
      id: 200105
    - <<: *say
      id: 200008
      text: I cannot open the stone

*action-lookat:
  *portal-key:
    - <<: *walk
      id: 200121
    - <<: *say
      id: 200041
      text: It looks like an old stone with something written on it, it looks very interesting

某个 entity 也可以拥有不同于场景全局动作的其他动作,只需在文件底部加上下面的内容。

*diana:
  *action-pickup:
    *dolmens:
      - <<: *walk
        id: 200094
        target:
          x: 600
          y: 175
          framesetIndex: *move-up
      - <<: *say
        id: 200095
        text: What do you think? Do you really think I could lift that?

所有 entity 的引用,比如 *dolmens,都写在 assets/refs.yaml 里,可以在任何地方重复使用。text: 文本会被转换成键,需要时还会被翻译。下面是 refs.yaml 的一部分

...

# tweens
# fade in, show text 3 seconds, fade out and move to the left
tween-text-bottom-left-fade-in-fade-out: &tween-text-bottom-left-fade-in-fade-out
  textArguments:
    color: *color-white-hidden # going to fadein, using the tweens
    scale: .50 # @todo *scale-half-size
  font: *font-ui-text
  xOffset: *offset-left
  yOffset: *offset-bottom
  yOffsetIncludeUi: true # offset including menus (above menu)
  offsetMargin: [0,0,5,5] # top, right, bottom, left @todo global margin
  tweens:
    - duration: 2
      properties: 
        color: *color-white
    - duration: 1
      properties:
        color: *color-white-hidden
        x: -10
      wait: 3

# particle schortcuts
particle-system-settings-rain: &particle-system-settings-rain
  emissionRate: 200
  speed: 
    - 300
    - 400
  linearAcceleration:
    - 0
    - 800
    - 0
    - 1000
  sizes:
    - 1
    - 0.5
    - 0.2
    - 0.1
    - 0.8
  sizeVariation: 1
  emitterLifetime: -1
  particleLifetime:
    - 0.8
    - 1.5
  colors:
    - 0 # r
    - 0 # g
    - 0.3 # b
    - 0.8 # a
    - 0 # r
    - 0 # g
    - 0.8 # b
    - 0.8 # a

# characters
nikki: &nikki 10
martin: &martin 11
diana: &diana 12

# -- scene 20
information-board1: &information-board1 20002
portal-key: &portal-key 20003
branch: &branch 20004
broken-information-board1: &broken-information-board1 20005
pole: &pole 20006
dolmens: &dolmens 20007
stone-circle: &stone-circle 20008
hotspot-20-stone-circle: &hotspot-20-stone-circle 20009
hotspot-20-exit: &hotspot-20-exit 20010
scene-menu-20: &scene-menu-20 20011
particle-rain-20: &particle-rain-20 20012
...

# -- scene 21
...

任何东西我都可以做成自定义动作,再在 Lua 中处理。目前的动作列表如下。

action-open: &action-open 1
action-close: &action-close 2
action-give: &action-give 3
action-pickup: &action-pickup 4
action-lookat: &action-lookat 5
action-talkto: &action-talkto 6
action-push: &action-push 7
action-pull: &action-pull 8
action-use: &action-use 9
action-hover: &action-hover 30
action-walkto: &action-walkto 31
action-say: &action-say 32
action-say_options: &action-say_options 34
action-inventory: &action-inventory 35
action-cannot-walk-to-point: &action-cannot-walk-to-point 36
action-popup: &action-popup 37
action-animation: &action-animation 38
action-scene-start: &action-scene-start 39
action-scene-entities-ready-after: &action-scene-entities-ready-after 40
action-camera: &action-camera 41
action-text: &action-text 44
action-modify-action: &action-modify-action 45
action-hotspot: &action-hotspot 46
action-trigger: &action-trigger 47
action-statement: &action-statement 48
action-world-loaded: &action-world-loaded 49
action-use-direct: &action-use-direct 50
action-audio: &action-audio 51
action-particle-system: &action-particle-system 52

动作的处理

yaml 文件会先转换成 json,再转换成 messagepack 文件,因为后者小得多,处理起来也快得多。

之后才是真正的工作,不过这里很难清楚地展示,因为 action.lua 大约有600行代码,另外还有 action-event.lua 和 action-status.lua。

action-event.lua 里是判断玩家是否点击了“捡起”之类的动作按钮,然后又点击了比如一个苹果(‘selectedItem’)的逻辑。或者“给予”> selectedActor。这里描述了玩家能做的所有事情的逻辑(配合 yaml 中描述的动作)。最后动作会被执行。

local activeActor = entityManager:find({movableByUserInput = true}, "Player")
action:execute(
  {
      action = tonumber(self.selectedActionButton.name),
      initiator = #activeActor > 0 and activeActor[1] or nil,
      selectedActionButton = self.selectedActionButton,
      selectedActor = self.selectedActor,
      selectedItem = self.selectedItem,
      selectedInventoryItem = self.selectedInventoryItem,
      selectedInventoryItem2 = self.selectedInventoryItem2
  }
)

action.lua 里的内容太多了,下面是几个重要的部分。我为每种 yaml 动作类型创建一个包含全部逻辑的特殊对象。这个对象会被反复使用。

-- intial only once for the whole game
function Action:new()
  self.actionObject = {}
  self.actionObject[Action.WALK_TO] = ActionWalkTo()
  self.actionObject[Action.SAY] = ActionSay()
  self.actionObject[Action.SAY_OPTIONS] = ActionSayOptions()
  self.actionObject[Action.INVENTORY] = ActionInventory()
  self.actionObject[Action.POPUP] = ActionPopup()
  self.actionObject[Action.ANIMATION] = ActionAnimation()
  self.actionObject[Action.CAMERA] = ActionCamera()
  self.actionObject[Action.TEXT] = ActionText()
  self.actionObject[Action.ACTION_MODIFY] = ActionModify()
  self.actionObject[Action.TRIGGER] = ActionTrigger()
  self.actionObject[Action.STATEMENT] = ActionStatement()
  self.actionObject[Action.AUDIO] = ActionAudio()
  self.actionObject[Action.PARTICLE_SYSTEM] = ActionParticleSystem()
end


function Action:processActionList(actionList, actionListIndex, triggerData, afterProcessActionListCallback)
   ...

    -- maybe this action may run once
    if self:didRunOnce(actionId, actionData) then
        -- maybe there is another (next) action in the list that don't have run_once
        self:processActionList(actionList, actionListIndex + 1, triggerData, afterProcessActionListCallback)
        return
    end

    -- going to start this action
    -- maybe there are children, update the status to QUEUE and set this actionId on WORKING
    -- this will create all needed action status objects
    for _, actionListObj in pairs(actionList) do
        local actionStatusObj = self:getActionStatusFromList(actionListObj.id)

        if actionListObj.id == actionId then
            self:getActionStatusFromList(actionListObj.id):setStatus(ActionStatus.WORKING)
        elseif actionStatusObj:getStatus() == ActionStatus.WORKING or actionStatusObj:getStatus() == ActionStatus.DONE then
            -- do nothing
        else
            self:getActionStatusFromList(actionListObj.id):setStatus(ActionStatus.QUEUE)
        end
    end

    -- start the action
    self.actionObject[actionData.action]:execute(
        triggerData,
        actionData,
        actionList,
        actionListIndex,
        actionId,
        afterProcessActionListCallback
    )
end

声音

一个例子是动作类型 audio。它的逻辑类在 framework.core.action.audio.lua 里,并通过 action/.yml 文件以如下方式调用

*action-use-direct:
  *inventory-strange-whistle:
    *martin:
      - <<: *audio
        id: 100072
        audiosetName: martin-play-strange-whistle.ogg
        audiosetStatus: *audioset-playing
---@class ActionAudioActionData
---@field wait? integer The time to wait before starting the next action, default 0 sec.
---@field run_once? boolean If you want to run this action once
---@field audiosetName string The audioset name "something.ogg"
---@field audiosetStatus integer<Audioset.IDLE|Audioset.PLAYING|Audioset.PAUSE>
---@field dontWaitForCallback? boolean Wait until the audioset is done playing default false

---@param triggerData triggerData
---@param actionData ActionAudioActionData
---@param actionList table
---@param actionListIndex integer
---@param actionId integer
---@param afterProcessActionListCallback function
function ActionAudio:execute(
    triggerData,
    actionData,
    actionList,
    actionListIndex,
    actionId,
    afterProcessActionListCallback)
    ---@type Audioset
    local audioset =
        entityManager:findOne(
        {
            name = actionData.audiosetName
        },
        "Audioset"
    )

    -- create the callbacks first
    if actionData.dontWaitForCallback ~= true then
        audioset.callbackAfterStopped["actionAudiosetCallbackAfterStopped"] = function(s, framekey)
            action:afterProcessActionListAction(
                self,
                triggerData,
                actionData,
                actionList,
                actionListIndex,
                actionId,
                afterProcessActionListCallback
            )
        end
    end

    audioset:setAudiosetStatus(actionData.audiosetStatus)

    audioset:play()

    if actionData.dontWaitForCallback == true then
        action:afterProcessActionListAction(
            self,
            triggerData,
            actionData,
            actionList,
            actionListIndex,
            actionId,
            afterProcessActionListCallback
        )
    end
end

return ActionAudio

最后

一切都设计成 engine3 和游戏相互分离。这是保持可管理性所必需的。如果把所有动作都以固定方式写死在游戏里,你会遇到巨大的问题。更好的做法是写出能够处理所有动作的通用函数。