{"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\/pt\/2016\/09\/14\/flame-steel-engine-game-toolkit-architecture\/","title":{"rendered":"Arquitetura do kit de ferramentas do jogo Flame Steel Engine"},"content":{"rendered":"<p>Hoje falarei sobre a arquitetura do kit de ferramentas para desenvolvimento de jogos <strong>Flame Steel Engine Game Toolkit<\/strong>.<br \/>O <strong>Flame Steel Engine Game Toolkit<\/strong> permite que voc\u00ea crie jogos baseados no <strong>Flame Steel Engine<\/strong>:<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>Todas as classes do <strong>Flame Steel Engine<\/strong> come\u00e7am com o prefixo <strong>FSE<\/strong> (<strong>F<\/strong>lame <strong>S<\/strong>teel <strong >E <\/strong>motor) e<strong>FSEGT<\/strong> (<strong>F<\/strong>lame<strong>S<\/strong>teel<strong>E<\/strong>Motor<strong>G <\/strong> forte>ame <strong>T<\/strong>oolkit) para kit de ferramentas.<br \/>Cena do jogo, objetos e bot\u00f5es s\u00e3o subclasses de <strong>FSEObject<\/strong> e devem estar dentro da classe <strong>FSEGTGameData<\/strong>. Cada <strong>FSEObject deve<\/strong>implementar a interface <strong>FSESerialize<\/strong>, isso permitir\u00e1 que voc\u00ea salve\/carregue dados do jogo e forne\u00e7a um mecanismo de salvamento.<br \/>A classe <strong>FSEController<\/strong> funciona com objetos da classe <strong>FSEObject<\/strong>. O kit de ferramentas possui uma classe base de controlador de cena de jogo &#8211; <strong>FSEGTGameSceneController<\/strong>, voc\u00ea pode herdar esta classe para implementar a l\u00f3gica do seu jogo.<br \/><strong>IOSystem<\/strong> \u00e9 um objeto da interface <strong>FSEGTIOSystem<\/strong>, esta interface cont\u00e9m <strong>FSEGTRenderer<\/strong>, <strong>FSEGTInputController<\/strong>, <strong>FSEGTUIRenderer<\/strong> forte>.<strong>FSEGTIOSystem<\/strong> deve implementar um renderizador, receber dados do teclado, joysticks (dispositivos de entrada) e fornecer renderiza\u00e7\u00e3o de elementos de interface para <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\">sistemas de entrada\/sa\u00edda<\/a> desta plataforma.<br \/>No momento, foi implementado um renderizador, um controlador de teclado baseado na biblioteca <a href=\"https:\/\/ru.wikipedia.org\/wiki\/Simple_DirectMedia_Layer\">SDL<\/a>, est\u00e1 dispon\u00edvel na <strong >classe FSEGTIOSDLSystem<\/strong> <\/p>\n<p>.<\/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>Planos futuros para criar um IOSystem baseado em <a href=\"https:\/\/ru.wikipedia.org\/wiki\/OpenGL\">OpenGL<\/a>, a classe ser\u00e1 chamada <strong>FSEGTIOGLSystem<\/strong> . Se voc\u00ea quiser criar um IOSystem baseado em qualquer plataforma, ent\u00e3o voc\u00ea precisa usar a interface <strong>FSEGTIOSystem<\/strong> e implementar o renderizador <strong>FSEGTRenderer<\/strong>, <strong>FSEGTInputController<\/strong> para isso. plataforma.<\/p>\n<p>C\u00f3digo fonte do Flame Steel Engine, kit de ferramentas, jogo:<br \/><a href=\"https:\/\/github.com\/demensdeum\/FlameSteelCallOfTheDeathMask\">https:\/\/github.com\/demensdeum\/FlameSteelCallOfTheDeathMask<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hoje falarei sobre a arquitetura do kit de ferramentas para desenvolvimento de jogos Flame Steel Engine Game Toolkit.O Flame Steel Engine Game Toolkit permite que voc\u00ea crie jogos baseados no Flame Steel Engine: Todas as classes do Flame Steel Engine come\u00e7am com o prefixo FSE (Flame Steel E motor) eFSEGT (FlameSteelEMotorG forte>ame Toolkit) para kit<a class=\"more-link\" href=\"https:\/\/demensdeum.com\/blog\/pt\/2016\/09\/14\/flame-steel-engine-game-toolkit-architecture\/\">Continue reading <span class=\"screen-reader-text\">&#8220;Arquitetura do kit de ferramentas do jogo 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":"pt","enabled_languages":["en","ru","zh","de","fr","ja","pt"],"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}}},"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/posts\/756","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/comments?post=756"}],"version-history":[{"count":14,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/posts\/756\/revisions"}],"predecessor-version":[{"id":4011,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/posts\/756\/revisions\/4011"}],"wp:attachment":[{"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/media?parent=756"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/categories?post=756"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/pt\/wp-json\/wp\/v2\/tags?post=756"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}