Golang实现自定义城市建造与经营攻略:City Limits深度玩法

Golang实现自定义城市建造与经营攻略:City Limits深度玩法 《城市界限》是为“浪费资源”游戏创作活动而创作的。

它由Ebiten驱动,其源代码可免费获取。

1 回复

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《城市界限》作为一款基于Ebiten框架开发的资源管理类游戏,其代码结构为Golang开发者提供了优秀的实时渲染和游戏逻辑实现范例。以下针对游戏核心机制进行技术解析:

1. 游戏循环与状态管理

type Game struct {
    buildings []Building
    resources map[ResourceType]int
    camera    Camera
}

func (g *Game) Update() error {
    // 资源生产逻辑
    for _, b := range g.buildings {
        b.Produce(g.resources)
    }
    
    // 输入处理
    if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
        g.placeBuilding()
    }
    
    return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
    // 渲染所有建筑
    for _, b := range g.buildings {
        b.Draw(screen, g.camera)
    }
    
    // 渲染UI
    g.drawResourceUI(screen)
}

2. 建筑系统实现

type BuildingType int

const (
    House BuildingType = iota
    Factory
    PowerPlant
)

type Building struct {
    Type      BuildingType
    Position  Vector2
    Level     int
    ProductionRate float64
    Workers   int
}

func (b *Building) Produce(resources map[ResourceType]int) {
    switch b.Type {
    case Factory:
        resources[Metal] += int(b.ProductionRate * float64(b.Workers))
    case PowerPlant:
        resources[Energy] += int(b.ProductionRate)
    }
}

func (g *Game) placeBuilding() {
    cursorPos := g.camera.ScreenToWorld(input.CursorPosition())
    
    newBuilding := Building{
        Type:     Factory,
        Position: cursorPos,
        Level:    1,
        ProductionRate: 1.0,
    }
    
    g.buildings = append(g.buildings, newBuilding)
    g.resources[Metal] -= 100 // 建造消耗
}

3. 资源链与生产平衡

type ResourceManager struct {
    storage map[ResourceType]*ResourceStorage
    demands map[ResourceType]int
}

func (rm *ResourceManager) Update(deltaTime float64) {
    // 计算资源需求
    rm.calculateDemands()
    
    // 分配资源
    rm.distributeResources()
    
    // 处理短缺
    for resType, demand := range rm.demands {
        if rm.GetAmount(resType) < demand {
            rm.handleShortage(resType)
        }
    }
}

func (rm *ResourceManager) calculateDemands() {
    rm.demands = make(map[ResourceType]int)
    
    // 根据建筑类型计算需求
    for _, b := range g.buildings {
        switch b.Type {
        case Factory:
            rm.demands[Energy] += 10
            rm.demands[Workers] += 5
        case House:
            rm.demands[Food] += 3
        }
    }
}

4. 网格系统与路径查找

type Grid struct {
    cells      [][]CellType
    width      int
    height     int
    cellSize   int
}

func (g *Grid) FindPath(start, end Vector2) []Vector2 {
    // A* 路径查找算法实现
    openSet := make(PriorityQueue, 0)
    heap.Push(&openSet, start)
    
    cameFrom := make(map[Vector2]Vector2)
    gScore := make(map[Vector2]float64)
    gScore[start] = 0
    
    for openSet.Len() > 0 {
        current := heap.Pop(&openSet).(Vector2)
        
        if current == end {
            return g.reconstructPath(cameFrom, current)
        }
        
        for _, neighbor := range g.GetNeighbors(current) {
            tentativeGScore := gScore[current] + g.Cost(current, neighbor)
            
            if score, exists := gScore[neighbor]; !exists || tentativeGScore < score {
                cameFrom[neighbor] = current
                gScore[neighbor] = tentativeGScore
                fScore := tentativeGScore + g.Heuristic(neighbor, end)
                heap.Push(&openSet, Node{Position: neighbor, Score: fScore})
            }
        }
    }
    
    return nil
}

5. 事件系统与游戏逻辑解耦

type EventType string

const (
    BuildingConstructed EventType = "building_constructed"
    ResourceProduced   EventType = "resource_produced"
    PopulationChanged  EventType = "population_changed"
)

type Event struct {
    Type    EventType
    Data    interface{}
    Time    time.Time
}

type EventBus struct {
    subscribers map[EventType][]func(Event)
}

func (eb *EventBus) Subscribe(eventType EventType, handler func(Event)) {
    eb.subscribers[eventType] = append(eb.subscribers[eventType], handler)
}

func (eb *EventBus) Publish(event Event) {
    if handlers, exists := eb.subscribers[event.Type]; exists {
        for _, handler := range handlers {
            go handler(event)
        }
    }
}

// 使用示例
func (g *Game) onBuildingConstructed(b Building) {
    g.eventBus.Publish(Event{
        Type: BuildingConstructed,
        Data: b,
        Time: time.Now(),
    })
}

6. 性能优化技巧

// 批处理渲染
func (g *Game) batchDrawBuildings(screen *ebiten.Image) {
    // 按纹理分组建筑
    batches := make(map[*ebiten.Image][]Building)
    
    for _, b := range g.buildings {
        texture := b.GetTexture()
        batches[texture] = append(batches[texture], b)
    }
    
    // 批量绘制
    for texture, buildings := range batches {
        opts := &ebiten.DrawImageOptions{}
        for _, b := range buildings {
            opts.GeoM.Reset()
            opts.GeoM.Translate(b.Position.X, b.Position.Y)
            screen.DrawImage(texture, opts)
        }
    }
}

// 空间分区优化
type SpatialHash struct {
    cellSize float64
    cells    map[CellKey][]Entity
}

func (sh *SpatialHash) QueryRange(rect Rectangle) []Entity {
    results := make([]Entity, 0)
    
    startCell := sh.getCellKey(rect.Min)
    endCell := sh.getCellKey(rect.Max)
    
    for x := startCell.X; x <= endCell.X; x++ {
        for y := startCell.Y; y <= endCell.Y; y++ {
            if entities, exists := sh.cells[CellKey{x, y}]; exists {
                results = append(results, entities...)
            }
        }
    }
    
    return results
}

这些实现展示了如何利用Golang的特性构建复杂的游戏系统。Ebiten的即时模式渲染与Golang的并发特性结合,能够高效处理城市建造游戏中的大量实体和实时交互。游戏源代码中的资源管理、事件驱动架构和性能优化策略都值得深入研究。

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