{"id":756,"date":"2016-09-14T18:51:56","date_gmt":"2016-09-14T18:51:56","guid":{"rendered":"http:\/\/demensdeum.com\/blog\/?p=756"},"modified":"2024-12-16T22:32:50","modified_gmt":"2024-12-16T19:32:50","slug":"flame-steel-engine-game-toolkit-architecture","status":"publish","type":"post","link":"https:\/\/demensdeum.com\/blog\/fr\/2016\/09\/14\/flame-steel-engine-game-toolkit-architecture\/","title":{"rendered":"Architecture de la bo\u00eete \u00e0 outils du jeu Flame Steel Engine"},"content":{"rendered":"<p>Aujourd&#8217;hui, je vais parler de l&#8217;architecture de la bo\u00eete \u00e0 outils pour le d\u00e9veloppement de jeux <strong>Flame Steel Engine Game Toolkit<\/strong>.<br \/><strong>Flame Steel Engine Game Toolkit<\/strong> vous permet de cr\u00e9er des jeux bas\u00e9s sur <strong>Flame Steel Engine<\/strong>\u00a0:<br \/><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-758\" src=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/FlameSteelGameToolkitSchematics-1.png\" alt=\"flamesteelgametoolkitschematics\" width=\"662\" height=\"103\" srcset=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/FlameSteelGameToolkitSchematics-1.png 662w, https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/FlameSteelGameToolkitSchematics-1-300x47.png 300w\" sizes=\"auto, (max-width: 662px) 100vw, 662px\" \/><\/p>\n<p>Toutes les classes du <strong>Flame Steel Engine<\/strong> commencent par le pr\u00e9fixe <strong>FSE<\/strong> (<strong>F<\/strong>lame <strong>S<\/strong>teel <strong >Moteur <\/strong>), et<strong>FSEGT<\/strong> (<strong>F<\/strong>\u00e0 flamme<strong>S<\/strong>moteur<strong>E<\/strong>moteur<strong>G <\/strong> strong>ame <strong>T<\/strong>toolkit) pour la bo\u00eete \u00e0 outils.<br \/>La sc\u00e8ne de jeu, les objets et les boutons sont tous des sous-classes de <strong>FSEObject<\/strong> et doivent se trouver dans la classe <strong>FSEGTGameData<\/strong>. Chaque <strong>FSEObject doit<\/strong>impl\u00e9menter l&#8217;interface <strong>FSESerialize<\/strong>, cela vous permettra de sauvegarder\/charger les donn\u00e9es du jeu et de fournir un m\u00e9canisme de sauvegarde.<br \/>La classe <strong>FSEController<\/strong> fonctionne avec les objets de la classe <strong>FSEObject<\/strong>. La bo\u00eete \u00e0 outils comporte une classe de contr\u00f4leur de sc\u00e8ne de jeu de base\u00a0: <strong>FSEGTGameSceneController<\/strong>, vous pouvez h\u00e9riter de cette classe pour impl\u00e9menter votre logique de jeu.<br \/><strong>IOSystem<\/strong> est un objet de l&#8217;interface <strong>FSEGTIOSystem<\/strong>, cette interface contient <strong>FSEGTRenderer<\/strong>, <strong>FSEGTInputController<\/strong>, <strong>FSEGTUIRenderer<\/strong>. fort>.<strong>FSEGTIOSystem<\/strong> doit impl\u00e9menter un moteur de rendu, recevoir les donn\u00e9es du clavier, des joysticks (p\u00e9riph\u00e9riques d&#8217;entr\u00e9e) et fournir le rendu des \u00e9l\u00e9ments d&#8217;interface pour <a href=\"https:\/\/ru.wikipedia.org\/wiki\/%D0%92%D0%B2%D0%BE%D0%B4-%D0%B2%D1%8B%D0%B2%D0%BE%D0 %B4\">syst\u00e8mes d&#8217;entr\u00e9es\/sorties<\/a> de cette plateforme.<br \/>Actuellement, un moteur de rendu a \u00e9t\u00e9 impl\u00e9ment\u00e9, un contr\u00f4leur de clavier bas\u00e9 sur la biblioth\u00e8que <a href=\"https:\/\/ru.wikipedia.org\/wiki\/Simple_DirectMedia_Layer\">SDL<\/a>, il est disponible dans le <strong Classe >FSEGTIOSDLSystem<\/strong> <\/p>\n<figure id=\"attachment_759\" aria-describedby=\"caption-attachment-759\" style=\"width: 802px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-759\" src=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/flameSteelEngine.png\" alt=\"Flame Steel Engine Raycaster Demo\" width=\"802\" height=\"625\" srcset=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/flameSteelEngine.png 802w, https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/flameSteelEngine-300x234.png 300w, https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2016\/09\/flameSteelEngine-768x599.png 768w\" sizes=\"auto, (max-width: 802px) 100vw, 802px\" \/><figcaption id=\"caption-attachment-759\" class=\"wp-caption-text\">Flame Steel Engine Raycaster Demo<\/figcaption><\/figure>\n<p>Il est pr\u00e9vu \u00e0 l&#8217;avenir de cr\u00e9er un IOSystem bas\u00e9 sur <a href=\"https:\/\/ru.wikipedia.org\/wiki\/OpenGL\">OpenGL<\/a>, la classe s&#8217;appellera <strong>FSEGTIOGLSystem<\/strong> . Si vous souhaitez cr\u00e9er un IOSystem bas\u00e9 sur n&#8217;importe quelle plate-forme, vous devez utiliser l&#8217;interface <strong>FSEGTIOSystem<\/strong> et impl\u00e9menter le moteur de rendu <strong>FSEGTRenderer<\/strong>, <strong>FSEGTInputController<\/strong> pour cela. plateforme .<\/p>\n<p>Code source de Flame Steel Engine, bo\u00eete \u00e0 outils, jeu\u00a0:<br \/><a href=\"https:\/\/github.com\/demensdeum\/FlameSteelCallOfTheDeathMask\">https:\/\/github.com\/demensdeum\/FlameSteelCallOfTheDeathMask<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Aujourd&#8217;hui, je vais parler de l&#8217;architecture de la bo\u00eete \u00e0 outils pour le d\u00e9veloppement de jeux Flame Steel Engine Game Toolkit.Flame Steel Engine Game Toolkit vous permet de cr\u00e9er des jeux bas\u00e9s sur Flame Steel Engine\u00a0: Toutes les classes du Flame Steel Engine commencent par le pr\u00e9fixe FSE (Flame Steel Moteur ), etFSEGT (F\u00e0 flammeSmoteurEmoteurG<a class=\"more-link\" href=\"https:\/\/demensdeum.com\/blog\/fr\/2016\/09\/14\/flame-steel-engine-game-toolkit-architecture\/\">Continue reading <span class=\"screen-reader-text\">&#8220;Architecture de la bo\u00eete \u00e0 outils du jeu Flame Steel Engine&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[61],"tags":[62],"class_list":["post-756","post","type-post","status-publish","format-standard","hentry","category-techie","tag-flame-steel-engine","entry"],"translation":{"provider":"WPGlobus","version":"3.0.2","language":"fr","enabled_languages":["en","ru","zh","de","fr","ja","pt","hi"],"languages":{"en":{"title":true,"content":true,"excerpt":false},"ru":{"title":true,"content":true,"excerpt":false},"zh":{"title":true,"content":true,"excerpt":false},"de":{"title":true,"content":true,"excerpt":false},"fr":{"title":true,"content":true,"excerpt":false},"ja":{"title":true,"content":true,"excerpt":false},"pt":{"title":true,"content":true,"excerpt":false},"hi":{"title":false,"content":false,"excerpt":false}}},"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/756","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/comments?post=756"}],"version-history":[{"count":14,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/756\/revisions"}],"predecessor-version":[{"id":4011,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/756\/revisions\/4011"}],"wp:attachment":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/media?parent=756"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/categories?post=756"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/tags?post=756"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}