1 回复
更多关于Golang实现自定义城市建造与经营攻略:City Limits深度玩法的实战系列教程也可以访问 https://www.itying.com/category-94-b0.html
《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。

