遊戲的目標已經在上篇完成了,最後一篇要來講講遊戲設計時最重要的,也是最容易忽略的事情”使用者體驗”。
我們站在設計一方考慮時,往往都是已經知道遊戲該怎麼玩,接下來怎麼運作了,所以自己操作都覺得順的不得了,但是呢,玩家真的有這麼順的玩我們的遊戲嗎?
假設玩家如果出了兩次一樣的拳,電腦恰巧也出了兩次一樣的拳,那麼...玩家怎麼知道自己已經出過拳了? 畢竟畫面都一樣呀!
因此這一篇就要提出如何加強使用者體驗,只要小小的一個地方,不需高深的技巧,就能輕鬆的解決這個問題!
目標: 加強遊戲體驗
可學到的東西:
資源
我們的困擾是出同樣的拳時畫面都一樣,既然重點”不動的畫面”,那麼我們只要將每次出拳的貼圖位置做隨機的變動,玩家看到人物移動,就知道出經有出過拳了
// 貼圖位置的位移量,之後將由隨機產生
int moveVibration = 0;
在 Update()執行階段中,在出拳後插入隨機產生的貼圖位移量
if (newState.IsKeyDown(Keys.D1) || newState.IsKeyDown(Keys.D2) || newState.IsKeyDown(Keys.D3))
{
gameState = 1;
// 產生隨機的位移量,範圍 -10 到 10
moveVibration = random.Next(0, 21)-10;
}
// 繪製玩家出拳的貼圖
if (player == 1)
{
spriteBatch.Draw(image1, new Vector2(550+ moveVibration, 100+ moveVibration), Color.White);
}
if (player == 2)
{
spriteBatch.Draw(image2, new Vector2(550 + moveVibration, 100 + moveVibration), Color.White);
}
if (player == 3)
{
spriteBatch.Draw(image3, new Vector2(550 + moveVibration, 100 + moveVibration), Color.White);
}
// 繪製電腦出拳的貼圖
if (computer == 1)
{
spriteBatch.Draw(image1, new Vector2(50 + moveVibration, 100 + moveVibration), Color.White);
}
if (computer == 2)
{
spriteBatch.Draw(image2, new Vector2(50 + moveVibration, 100 + moveVibration), Color.White);
}
if (computer == 3)
{
Source Code
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace GuessFingerMoocs
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
// 替每張圖片宣告一個變數
Texture2D image1, image2, image3, imageGameStart, imageBackgroud;
// 紀錄玩家出拳,0=初始值,1=剪刀,2=石頭,3=布
int player = 0;
// 紀錄場景,0=開始畫面,1=出拳畫面
int gameState = 0;
// 紀錄電腦出拳,0=初始值,1=剪刀,2=石頭,3=布
int computer = 0;
// 宣告隨機的變數,之後再產生數字
Random random = new Random();
// 記錄玩家的先前的鍵盤動作,之前在Update執行階段已有變數newState取得最新的鍵盤狀態
KeyboardState previousState = Keyboard.GetState();
// 紀錄贏家是誰,1是電腦贏,2是玩家贏,999代表平手
int winner = 0;
// 宣告字型變數
SpriteFont fontArial;
// 貼圖位置的位移量,之後將由隨機產生
int moveVibration = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
// 設定起始畫面大小
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
graphics.ApplyChanges();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
// 載入變數,並對應每個圖片變數
image1 = Content.Load<Texture2D>("Scissor400x600");
image2 = Content.Load<Texture2D>("Rock400x600");
image3 = Content.Load<Texture2D>("Paper400x600");
imageGameStart = Content.Load<Texture2D>("GameStart1024x768");
imageBackgroud = Content.Load<Texture2D>("background1024x768");
// 載入字型資源給予字型變數
fontArial = Content.Load<SpriteFont>("SpriteFont1");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
// 取得鍵盤按下的狀態
KeyboardState newState = Keyboard.GetState();
// 按下ESC 可以離開遊戲
if (newState.IsKeyDown(Keys.Escape))
{
Exit();
}
// [舊有程式碼]
/*
// 按下數字鍵1,把玩家出拳的變數值修改為1,代表剪刀
if (newState.IsKeyDown(Keys.D1))
{
player = 1;
}
// 按下數字鍵1,把玩家出拳的變數值修改為2,代表石頭
if (newState.IsKeyDown(Keys.D2))
{
player = 2;
}
// 按下數字鍵1,把玩家出拳的變數值修改為3,代表布
if (newState.IsKeyDown(Keys.D3))
{
player = 3;
}
*/
if (newState.IsKeyDown(Keys.D1) || newState.IsKeyDown(Keys.D2) || newState.IsKeyDown(Keys.D3))
{
gameState = 1;
// 產生隨機的位移量,範圍 -10 到 10
moveVibration = random.Next(0, 21)-10;
}
/*
// [舊有程式碼] 隨機產生1-3數字
computer = random.Next(1, 4);
*/
// [修正電腦出拳後的程式碼]
// 判斷玩家按下且放開後,才隨機產生一次數字
// 注意! 如果以下判斷式是前後對調 改成 if (previousState.IsKeyUp(Keys.D1) && newState.IsKeyDown(Keys.D1)) 的話,是玩家一按下按鍵電腦就會出拳
if (newState.IsKeyUp(Keys.D1) && previousState.IsKeyDown(Keys.D1))
{
player = 1;
computer = random.Next(1, 4);
}
if (newState.IsKeyUp(Keys.D2) && previousState.IsKeyDown(Keys.D2))
{
player = 2;
computer = random.Next(1, 4);
}
if (newState.IsKeyUp(Keys.D3) && previousState.IsKeyDown(Keys.D3))
{
player = 3;
computer = random.Next(1, 4);
}
// 記得把鍵盤的完成狀態記錄到之前的狀態變數
previousState = newState;
// 呼叫判斷轉贏的函數
checkWinner();
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
// sprite.draw 的使用方法很多種,這裡載入的只有3個參數
// 參數1表示要顯示的圖片,參數2表示顯示圖片的起始位置,參數3表示填色,White表示不填色
// 原本繪出開始畫面也要更改,只有當還沒出拳時,才會繪製開始畫面
if (gameState == 0)
{
spriteBatch.Draw(imageGameStart, Vector2.Zero, Color.White);
}
if (gameState == 1)
{
// 繪製出拳後的遊戲背景
spriteBatch.Draw(imageBackgroud, Vector2.Zero, Color.White);
// 繪製玩家出拳的貼圖
if (player == 1)
{
spriteBatch.Draw(image1, new Vector2(550+ moveVibration, 100+ moveVibration), Color.White);
}
if (player == 2)
{
spriteBatch.Draw(image2, new Vector2(550 + moveVibration, 100 + moveVibration), Color.White);
}
if (player == 3)
{
spriteBatch.Draw(image3, new Vector2(550 + moveVibration, 100 + moveVibration), Color.White);
}
// 繪製電腦出拳的貼圖
if (computer == 1)
{
spriteBatch.Draw(image1, new Vector2(50 + moveVibration, 100 + moveVibration), Color.White);
}
if (computer == 2)
{
spriteBatch.Draw(image2, new Vector2(50 + moveVibration, 100 + moveVibration), Color.White);
}
if (computer == 3)
{
spriteBatch.Draw(image3, new Vector2(50 + moveVibration, 100 + moveVibration), Color.White);
}
// 繪出人物誰是玩家,誰是電腦
spriteBatch.DrawString(fontArial, "電腦", new Vector2(180, 700), Color.White);
spriteBatch.DrawString(fontArial, "玩家", new Vector2(700, 700), Color.Brown);
// 繪出輸贏的結果
if (winner == 999)
{
spriteBatch.DrawString(fontArial, "平手", new Vector2(450, 10), Color.Brown);
}
if (winner == 1)
{
spriteBatch.DrawString(fontArial, "電腦贏", new Vector2(410, 10), Color.Black);
}
if (winner == 2)
{
spriteBatch.DrawString(fontArial, "玩家贏", new Vector2(410, 10), Color.DarkGreen);
}
}
spriteBatch.End();
base.Draw(gameTime);
}
// 判斷輸贏的函數
void checkWinner()
{
if (player== computer)
{
winner = 999;
}
if (player==1 && computer == 2)
{
winner = 1;
}
if (player == 1 && computer == 3)
{
winner = 2;
}
if (player == 2 && computer == 1)
{
winner = 2;
}
if (player == 2 && computer == 3)
{
winner = 1;
}
if (player == 3 && computer == 1)
{
winner = 1;
}
if (player == 3 && computer == 2)
{
winner = 2;
}
}
}
}