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文章来源:丹阳文学网  |  2021-02-19

崇明堡镇装饰设计哪家正规

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所涉事件和数据均以当时为准。((转自游戏邦))How to Create an Asynchronous Multiplayer Game Part 3: Loading Games from the DatabaseMay 30th, 2012by Ross PrzybylskiAsynchronous multiplayer games are awesome because players can enjoy social gaming experiences without having to commit to long sit-down sessions. This convenient style of play is made possible by online servers that deliver updates on games being played directly to a player’s device. This article will explain how games previously saved to a database are loaded by the server and made accessible within the game client’s user is article will explain:w to query a list of game records stored in a MySQL database and send the results set to the game w to interpret the query results on the client side and design a meaningful games list user interface the player can use to resume w to recreate a live and synchronous multiplayer experience from an async w to replay animations to represent the moves made by the player’s opponent while they were awayRequirementsPrerequisite knowledgeExperience developing turn based gamesFamiliarity with ActionScript 3.0Has Read “Part 2: Saving the Game State to Online Database”Required productsFlash Professional (Download trial)Smart Fox Server Pro (Download trial)MySQL DatabaseUser levelAdvancedGenerating the Player’s Games ListPopular async games like Hero Academy utilize a “games list” user interface that allow players to access and resume playing their asynchronous game en building my games list for Hero Mages, I started by creating a new user interface screen class called “HM_GamesList”. I wanted to focus on the data and code components first, so the initial design is limited to a header and a scrollable list component that will be used to populate information retrieved from the server:This interface is populated by a database query that gets a list of the active player’s game records. All of the MySQL query generation takes place on the server side, and the process for communicating with our online server looks like this:me Client: Request data from rver: Handle request, send client me Client: Receive server me Client: Perform desired task with dataStep 1: Request Game ListThe game client requests the game list from the server:Step 2: Handle Game List RequestThe server side code handles the request and sends the client back a response. In Part 2: Saving the Game State to Online Database, I explain how games are saved to a MySQL database using two tables, hm_games and hm_gameresults. The function loadGameList will build a MySQL query that returns the relevant data we need to populate the game ep 3: Receive Game List ResponseThe game client receives the server ep 4: Populate Game ListThe game client performs the desired task of populating the list:And here’s our result:Advanced Game List QueryWhile functional, the basic game list created above lacks key information needed for a solid user experience. Players need to know when the game was created, when the last turn was, whose turn it is, and most importantly who their opponents are for the game to be rging the Games and Games Results TablesThe ideal query needs to return all of the relevant information back to the client using the least resources and bandwidth as possible. This query, designed by Marco Rousonelos, programmer at Reflection Software, and laptop alias of the MySQL help forums uses ranking and derived tables to generate the desired results set:With this query we can generate results sets that look like this:Adding Additional PlayersFor games that support more than two players, we add additional lines to the query as follows:Ordering the ResultsIdeally, we’d like to return the results set in the following order:me Status (display games still in progress first)rn (display games where it’s player’s turn first)me Last Update (display games last updated first)We can achieve this by adding some sort order by statements to the query:Limiting the ResultsIt’s important to note that this query returns ALL game record results for the provided member id. As the game becomes popular and player starts to accrue games, this can result in a very large set of data. To ensure the server, network, and the user’s device are not overloaded, it is best to include a LIMIT statement so that only a targeted portion of the results are returned:Customizing the QueryQueries can be tweaked and customized as needed for inpidual games and controlled by packaging additional parameters in the server request. For example, you could store a “lowerLimit” property and a “limitSpan” property to control the limits of the th a solid query capable of returning the necessary results set, we’re ready to generate a more effective user experience to display the signing an Asynchronous Multiplayer UIThe player’s game list is the core of the async multiplayer experience. The list is used to navigate, check the status of, and join games in progress. Additionally, the game list is a great leaderboard/logging tool that can be used as a means to review past battles, opponents, and more!Relevant Game Record InformationA good game list starts with a good game record cell. Each game record should contain the following information for the player:Time last turn was taken or that game was completedTime game was createdStatus (whether it’s players turn to attack, waiting for turn, defeat, or victor)Names of players participatingThese properties are helpful to the player in choosing the desired game to load. It’s always possible to add more details, and some other possibilities might include:Unique game record idWhether or not match is rankedName of the mapGame objectiveGame record cells should ideally be designed to adapt to the size of the list so they can display appropriately on any size mobile device. Hero Mages makes use of player avatars to display character portraits for a more interesting visual display:Populating the ListOnce the game record cell layout has been designed, instances of the game record class can be added to a list component that the player can use to access their game sessions. The process of adding records to the list is similar to adding items to our basic UI list above, except instead of adding simple cells, we’re adding our own custom designed ro Mages leverages AURA multiscreen component UIs. AURA stands for Animations, Utilities, and Resources for ActionScript 3.0. It’s a library of classes and components I wrote to speed of tasks like managing listeners, resources, and designing UI. The list seen in the screenshot below is advanced component that adapts to the screen size and input controls of the user’s device. For example, if you’re playing on a touch-based input mobile device, the list is operated using swipes. The same list running on a desktop is navigated using a standard scroll bar. The list is also optimized for mobile GPU’s and can render cells at 60fps on devices like first generation e implementation of the component list is beyond the scope of this article. I will be releasing an article that explains the mechanisms of the component that will include downloadable examples in the near ading a GameThe primary function of the games list is to allow the player to load saved game sessions by selecting an item in the list. Similar to the process of saving games, loading games will require both client-side and server-side code to make a load game request, retrieve game state from the database, and fire up the game engine to restore the desired game. Once again, we follow our 4 communication steps:me Client: Request data from rver: Handle request, send client me Client: Receive server me Client: Perform desired task with dataNote: While it would be possible to gather the game state data in the game list query, I recommend using a separate server request for the inpidual game record as outlined below in order to conserve ep 1: Request Load GameEach cell in our game list will use the following code to make the request to the server for the desired game record:Step 2: Handle Load Game RequestOn the server side, we add a condition for “Load Game” request. Since Hero Mages games can also be played synchronously using Smart Fox, why not transform an async game to a live online match if the players are both online? The room loop iterates through the list of rooms on servers and checks to see if any room’s game id matches the record the player is attempting to load asynchronously. If a match is found, the server returns the room id so they can connect immediately with live player. For live matches, players load game data directly from the game room host. If a live match is not found, the server loads the game state from the TE: In order for this loop to work, it’s necessary to store the game record id as a room variable when creating a live game room. You do not need to do this if you’re only interested in asynchronous e load game function will handle the retrieval of the necessary information for loading the ep 3: Receive Load Game ResponseBack on the client side, our Smart Fox Server extension response listener needs a new condition to listen for “Load Game” response from the server. Depending on the response type, we’ll either join the existing live game or create a new game with the returned parameters:Step 4: Load Game StateThe load game function will be different for each game engine, but here are some tasks the function will need to handle:nvert the returned game state data string back into an object (See Part 2)t two distinct flags “isRunningCommandList” = true and “useAnimations” = n the list of commands through the engine to effectively “play the game” in the background up to the last command. Your engine code should check the isRunningCommandList flag to ensure any automatic responses to commands (such as counter attack actions) are not fired if they are already included in the command playing AnimationsFollowing the above steps will allow you to load any game from your games list and restore the game state so that it matches the last recorded move. Consider, however, that an asynchronous multiplayer opponent will make changes to the game state while the other player is away. Simply loading the current game state will be confusing to the player because they won’t know what commands were carried out by their opponent. For an effective asynchronous multiplayer experience, we need to make some modifications to the command recording process and the game loading cording the Last Move WitnessedThe last move witnessed must be recorded separately for each player, so we need to add an additional property to the table hm_gameresults first created in Part 2 called “lastCmd”. This property is an integer value designed to store the index of the last command this player witnessed for the en sending new game commands, simply pass the index of the command log along with the command. Then, in our code block for handling updates to the game state (created in Part 2) we’re going to add the following code just below the error response:Show Animations for Unseen MovesIn our load game handler on the server, we’ll add an additional item to the response to store the player’s lastCmd witnessed as follows:Here’s what the complete load game response looks like (combining Step 2: Handle Game Load Request with our new code)With the last command index stored, the trick to playing the appropriate animations is to reactivate the useAnimations flag once the lastCmd index is her ConsiderationsGoing beyond the steps I’ve explained, there are many ways to customize the asynchronous experience and add additional features and functionality. For instance, what might happen if a player is given unlimited time to respond to an asynchronous game? A losing player with bad sportsmanship might decide to suspend taking their turn indefinitely, preventing the winning player from claiming victory. One way to solve this problem is to enable a “maxWait” period that allows players to drop opponents if they haven’t taken their turn in so much time. For Hero Mages, I allow players to drop their opponents if they haven’t taken their turn in 3 her features that might be helpful would be search filters for displaying only active games, finding games against particular opponents, the ability to look up the stats of your opponents, ing NextThis article explained the process of building an asynchronous multiplayer game list user interface, loading stored game sessions, and replaying the opponent’s last move animations. The next article will focus on the aspect of the concept of asynchronous multiplayer match-making so that players can start new games or join existing ones without requiring a live online connection.(source:indieflashblog) 文章导航Previous Previous post: 手游和主机游戏研发应互相学习什么?下一条 Next post: 张柏芝、谢霆锋和王菲原文址: 崇明堡镇装饰设计哪家正规 所属分类:设计资讯

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