How to make decentralized games
Publish: 2021-05-07 12:53:19
1. There is no problem in building the website. Just choose a good framework and write it with div + CSS
2. Mining... Our f CTM mine, obsidian 120, source material mine 140, if it is an engineering, it can also proce air
soil, fire and water are cheap now
soil, fire and water are cheap now
3. What I trust more is the coin letter wallet. Since 17 years ago, I have been trading bitcoin on it. Risk control has done very well and never had any problems. Moreover, there are many kinds of digital currencies available on it.
4. A simple RPG game, first of all, to make an RPG game. The following aspects need to be involved: 1. 2. Because the spirit has four walking directions, and each direction should have several frames of animation (here it is set as two frames). Considering that the configuration of each machine is different (CPU and graphics card are different). So there has to be a delay between frames. 3. When the spirit walks in the maze we set, when it meets & quot; Obstacles & quot; You should not be able to move on. 4. In the game, there should be & quot; The bad elf;. In my game, its performance state is & quot; Catch up with the controlled spirit & quot At present, only simple pursuit algorithm is used, so & quot; Bad spirit & quot; Sometimes it gets stuck. A * algorithm will be considered in future versions.) 5. The movement of sprites should not be limited to the height and width of the screen. At this time, scrolls are needed. The following are the specific solutions: (corresponding to the above four problems) 1. Just use Windows message WM_ Keydown. Using DirectInput to operate keyboard in DX environment. 2. Allocate a memory for each sprite bitmap to save its image information. In this way, each bitmap corresponds to a pointer Here, I use an array, the size of which is determined by the number of specific images). During specific access, I also specify a pointer to this array. When the sprite moves, I only need to operate the pointer + = offset, so when drawing, I just need to draw the value of this pointer. Here, I set the motion offset of the controlled sprite to 2 (pixels). Next, define an int number, which is initially 0, and operate in the four directions of up, down, left and right each time, and only one valid number is allowed each time. Otherwise, when the user presses any two of the above four directions at the same time, the sprite will move obliquely, because its position coordinates x and Y may change at the same time). Specifies a constant value that will be cleared when the last int integer equals the constant. The meaning of the whole operation is that when the int number is equal to a constant value, the sprite state is the first animation in the current direction; When it is equal to the constant value * 2, it is the second sheet. This proces an animation effect. Let's talk about delay again, just in WM_ Define a timer when creating a message. Then, when setting the pointer offset each time, first judge whether the timer is valid or not. Example: first define timer, and then define a variable state = 0 (its change is: when timer occurs, state = 1-state). The first animation if (time delay) if (progressive variable = = constant value) pointer to sprite array = sprite array + offset; Second animation if (! Time delay) if (incremental variable = = constant value * 2) pointer to sprite array = sprite array + offset; 3. Record map information with a monochromatic bitmap. Among them, white is passable and black is infeasible. Then the user's visual map is generated from the bitmap when drawing. A global two-dimensional array is used to record the map. Then every time the sprite moves, it is actually moving in this two-dimensional array. Before it moves, it judges whether the next step is feasible. The specific judgment method is to convert the actual position of the sprite in our map array by its coordinates, and then take this position value to judge whether it can pass here. 4. As for & quot; Bad spirit & quot; A new tracking algorithm is proposed. At present, it is only a simple increase and decrease, and there is no need to further elaborate. Use a * algorithm in the future, and then write down the specific ideas. 5. In order to show the world view of the game, there are many times when the wizard is walking on a large map, and its size will be larger than the screen size we see. At this time, scroll is used. Now we know that there are two methods. The simple one is to own or create a large map. The specific expression may be BMP bitmap. The concept in DirectDraw is called "surface". The method is that whenever the operator controls the movement of the sprite, he only needs to change the orientation and state of the sprite without changing its actual coordinates. What really changes is what the operator sees on the screen. That is to say, the background moves while the spirit in the center doesn't move. This will give people the illusion that the spirit is moving. All we have to do is calculate a rectangle, and the scope of the rectangle is what the operator can see. It's actually part of the whole map. BMP bitmap has an operation function called StretchBlt, which is similar to the surface BLT method in DirectDraw. It copies the rectangular area from the source bitmap to the target bitmap. Using their functions and the rectangular data we calculated earlier, we can achieve it! Specifically: when there is no scroll, the spirit itself moves and the map does not move; When scrolling, the whole screen (that is, the rectangular position we want to calculate in the map) moves in the map (Note: its movement is opposite to that of the Sprite). When the map reaches the end of the scroll, the sprite starts to move when there is no scroll, and does not move at other times------------ Here is a website, RPG proction master, hope to help you http://www.66rpg.com
5. In broadcast is not directly upload flash. Only some standard video formats can be uploaded, such as WMV, RM or RMVB, MOV, mpg, avi, etc
then, just convert flash to avi
flash is roughly divided into the following four formats, using different conversion methods:
1, flash
if you make your own flash, then you have a flash file. Use flash proction software to open the flash and re output it as avi< If it is a compiled flash, it is usually a SWF file. Then, you need a swf to video software
here are some. They are all Chinese versions. They should have been registered. Give it a try<
zealot
swf2video
Studio
1.4.1
final
(this is the registered version, pay attention to the software description)
Top
flash
to
Video
converter
1.0
swf2video
Pro
1.0
then, just convert flash to avi
flash is roughly divided into the following four formats, using different conversion methods:
1, flash
if you make your own flash, then you have a flash file. Use flash proction software to open the flash and re output it as avi< If it is a compiled flash, it is usually a SWF file. Then, you need a swf to video software
here are some. They are all Chinese versions. They should have been registered. Give it a try<
zealot
swf2video
Studio
1.4.1
final
(this is the registered version, pay attention to the software description)
Top
flash
to
Video
converter
1.0
swf2video
Pro
1.0
6. Well, you also play web games. It's recommended that you come here to play with me,
you don't need to spend time,
you can
play well,
and the web games here are
interesting,
they don't get stuck at all, there are a lot of people, and they don't play well before they are smashed like other places. It's recommended that you go to
have a try,
next: & gt;
you don't need to spend time,
you can
play well,
and the web games here are
interesting,
they don't get stuck at all, there are a lot of people, and they don't play well before they are smashed like other places. It's recommended that you go to
have a try,
next: & gt;
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