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Project Proposal

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Project Name: Game – Legend of Swordsman

 

Project Type: RPG GAME

 

Project Objective:  Practice In Game Programming

 

Story Background Brief:

 

The time is in the end of Sui Dynasty, The evil who named

 ShiYou, which was defeated by HuangDi and close it up before, had escaped due to the watcher careless and the dangerous point is he wanted to unify the ancient China. Because of HangDi had been an immortal already, he didn’t care the things happened on earth anymore. So the celestial being dispatched four celestial beasts that called QinLong, BaiHu, ZhuQue, and XuanWu to the earth to stop the evil’s scheme.

 

Develop Group Member:

  • Huang Zheng Shu.

 

Developing Environment: Microsoft Windows 98

 

Developing Toolkit: Microsoft SDK & DirectX SDK

          Microsoft Virtual C++ 6.0

 

Developing Language Decided: C

 

 

System Analysis

 

 

Brief:  

This is first game program we do, lack experiment; we can just record what we think.

 

Developing Plan:

I think we should following the steps follow:

  • Practical Program Period:
    • Doing some practical program, find out what kind programming technique we need.
    • Doing some preparing work, include:
      • Picture Gathering
      • Music And Sound Gathering
      • Literature Writing, include:
        • Story Writing   
        • Actor’s Conversation Writing
        • Gamming System Construction:
          • Menu System Design
          • Actor Design
            • Primary Actor Design
            • Secondary Actor Design
            • Monster Design
            • Characteristic of All Actors Design
          • Game Event Design
          • Stage Property Design
          • Fighting System Design
          • Game Rule System Design
          • Game Control System Design
          • Music And Sound System Design
            • Music Chosen
            • Sound Chosen
          • Game Map Design
          • Game Route Design
    • Secondary Program Development Period:
      • Engine Program Library
      • Map Editor Program
    • Primary Program Development Period
    • Testing Period

 

System Design

 

Map Editor Development

 

 

BRIEF

 

Sub Project Name: Map Editor Development

 

Project Objective:  Produce The Game Maps

 

Develop Environment: Microsoft Windows 98

 

Program Developing Language: C

 

Developing Toolkit: Microsoft Virtual C++ 6.0

 

Developing Technique Needed:

  • WIN32 Programming Technique
  • DirectX Programming Technique

 

Function Prospect:

  • Throughout an easy way to edit game maps.
  • You can select your won bitmap element what you want.
  • The program should support keyboard and mouse.
  • The program should include menu area, toolbars area; edit area and statue bar area.
  • The maps can be saved and loaded.
  • The editor area and toolbar can be scrolled.

 

STRUCTURE DESIGN

 

Map Structure

 

 

 

 

MENU DESIGN

 

Draft Design

 

 

 

Menu Variable Design

 

Macro Name

Value

Menu Item Name

ID_MENU_NEW_MAP

0

New Map

ID_MENU_LOAD_MAP

1

Load Map

ID_MENU_SAVE_MAP

2

Save Map

ID_MENU_EXIT

3

Exit

 

MAP EDITOR EVENT LOOP

 

 

State Transition Diagram For Map Editor loop

 

 

 

 

State Flags Design

 (Used In Macro Definition)

 

Macro Name

Value

Description

MAPEDITOR_INIT

0

Flag for initialize map editor

MAPEDITOR_MENU

1

Flag for run map editor menu

MAPEDITOR_START

2

Flag for map editor starting

MAPEDITOR_RUN

3

Flag for map editor running

MAPEDITOR_RESTART

4

Flag for map editor restarting

MAPEDITOR_SHUTDOWN

5

Flag for map editor shutdown resource

MAPEDITOR_EXIT

6

Flag for map editor exit

 

Global Variables Design

 

Variable Type

Variable Name

Initial Value

Description

Int

G_iMapEditor_State

MAPEDITOR_INIT

This global save map editor running state

 

MAIN PRPOGRAM MODULE

 

Main Program Flowchart Diagram

 

 

 

Module Objective

 

  • The module is a primary module of this program.
  • The primary task is creating a window and builds up a main event loop.

 

Structure English Description

 

Main function ( )

{

  Initialize window class

 

  If (Register window class != success)

    Return error message

 

  If (windows exist == true)

    Return error message

 

  If (create window != success)

    Return error message

 

  Save current window handle to global variable

  Save current application handle to global variable

 

  Perform all game specific initialization

 

  Enter main event loop

  {

if (there is a message in message queue == true)

{

  if (message == WM_QUIT)

    break out event loop

 translate any accelerator keys

 send the message to window proc

}

main map editor process goes here

  }

  shutdown map editor release all resources

  return useless message and exit

}   

 

 

Main Function Design

 

Function Name: WinMain

Function Classify: WINAPI

Parameter Pass In:

Parameter Type

Parameter Name

Description

HINSTANCE

hInstance

Current application handle

HINSTANCE

hPrevInstance

The parameter not in use any more

LPSTR

lpCmdLine

Pointer to a null-terminate string specifying the command line for application

Int

nCmdShow

Specifies how the windows is to be shown

Return Value Type: int

 

Macro Definition Design:

Macro Name

Value

Description

WINDOW_CLASS_NAME

“MAP_EDITOR”

Main window class name

 

Local Variables Design:

Variable Type

Variable Name

Initial Value

Description

WNDCLASS

winclass

 

This will hold the window class we create

HWND

hwnd

 

Generic window handle

MSG

msg

 

Generic message

HDC

hdc

 

Generic dc

PAINTSTRUCT

Ps

 

Generic paintstruct

 

 

Structure Variable Initialize:

Structure Name: WNDCLASS

Structure Variable Name: winclass

Structure Property

Initial Value

Description

style

CS_DBLCLKS I CS_OWNDC |

CS_HREDRAW | S_VREDRAW

Specific window property

lpfnWndProc

WindowProc

Assign window process function address

cbClsExtra

0

Specific the number of extra bytes to allocate following the window- class structure

cbWndExtra

0

Specific the number of extra bytes to allocate following the window instance

hInstance

HInstance

Current application handle

HIcon

LoadIcon(NULL, IDI_APPLICATION)

Assign icon resource

HbrBackground

LoadCursor(NULL, IDC_ARROW)

Assign cursor resource

LpszMenuName

NULL

Assign menu name of current window

lpszClassName

WINDOW_CLASS_NAME

Assign window class name

 

 

Function Name: FindWindow

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

LPCTSTR

lpClassName

WINDOW_CLASS_NAME

Window class name

LPCTSTR

lpWindowName

“RPG Map Editor”

Window title

Return Value Type: HWND

 

 

Function Name: CreateWIndow

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

LPCTSTR

lpClassName

WINDOW_CLASS_NAME

Window class name

LPCTSTR

lpWindowName

“RPG Map Editor”

Window title

DWORD

dwStyle

WS_POPUP | WS_VISIBLE

Window style

Int

X

0

Initialize window x coordinate

Int

Y

0

Initialize window y coordinate

Int

nWidth

GetSystemMeteric(SM_CXSCREEN)

Initialize window width

Int

nHeight

GetSystemMeteric(SM_CYSCREEN)

Initialize window height

HWND

hWndParent

NULL

Handle to parent windows

HMENU

hMenu

NULL

Handle to menu

HINSTANCE

hInstance

hInstance

Current application handle

LPVOID

lpParam

NULL

Creation parameters

Return Value Type: HWND

 

 

Function Name: MapEditor_Init

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

Void*

pParms

 

Reserve interface

Return Value Type: int

 

 

Function Name: PeekMessage

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

LPMSG

LpMsg

&msg

Pointer to structure for message

HWND

HWnd

NULL

Handle to window

UINT

wMsgFilterMin

0

First message

UINT

wMsgFilterMax

0

Last message

UINT

wRemoveMsg

PM_REMOVE

Removal flags

Return Value Type: BOOL

 

 

Function Name: TranslateMessage

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

LPMSG

LpMsg

&msg

Pointer to structure for message

Return Value Type: BOOL

 

 

Function Name: DispatchMessage

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

LPMSG

LpMsg

&msg

Pointer to structure for message

Return Value Type: BOOL

 

 

Function Name: MapEditor_Main

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

Void*

pParms

 

Reserve interface

Return Value Type: int

 

 

Function Name: MapEditor_Shutdown

Pass In Value Description:

Parameter Type

Variable Name

Pass In Value

Description

Void*

pParms

 

Reserve interface

Return Value Type: int

 

Project Proposal

标签:assign   engine   gdi   english   needed   reserve   lag   rds   sla   

原文地址:http://www.cnblogs.com/hzsagile/p/8087568.html

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