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{{DISPLAYTITLE:开发}}<languages /> 本文皆在教您如何对 DDNet '''开发''' ,因为这是一款开源游戏(源代码公开),它依赖于一些善良的人们在空余时间的贡献。 <span id="Your_development_environment"></span> == 开发环境 == 截至目前,基于以下原因,我们强烈推荐使用Linux系统进行DDNet开发: * 大多数DDNet贡献者使用Linux,使用Linux与之前的开发者交流起来更加方便。 * 软件包管理更简单,您可以轻松地安装所有需要的库。 * 本文专注于Linux,还没有涉及Windows。 <div class="mw-translate-fuzzy"> 首先,DDNet由 C++ 语言编写,开发者需要对它相当熟悉,但您也可以在只有基础知识的情况下慢慢学习深入。 </div> 学习C++的一些有用资源: * [https://www.learncpp.com/ learncpp.com] * [https://en.cppreference.com/w/ cppreference.com] * 浏览器搜素引擎。 DDNet的源代码使用[https://git-scm.com/ Git]托管,这是一个版本控制系统,也是与多人协作开发的重要工具。 如果您的Linux发行版中还没有git,请安装它,例如在大多数基于debian/ubuntu的发行版中,您可以打开终端,输入:<code>sudo apt install git</code>。 <span id="Getting_the_source_code"></span> == 获取源代码 == 源代码位于[https://github.com/ddnet/ddnet Github],您没有帐户的情况下可以通过Clone获得源代码,但如果想更改官方源代码,则需要登录账号。 如果您不熟悉git/github,可以在这里学习基础知识: [https://docs.github.com/en/get-started/quickstart/hello-world Hello World - Github] <span id="Installing_the_dependencies"></span> == 安装依赖项 == 如果您在Linux上,您可以通过阅读DDNet github页面上的自述文件来安装所有需要的依赖项:https://github.com/ddnet/ddnet#dependencies-on-linux--macos 对于Arch Linux: 控制台输入 <code>sudo pacman -S --needed base-devel cmake curl ffmpeg freetype2 git glew glslang gmock libnotify libpng opusfile python rust sdl2 spirv-tools sqlite vulkan-headers vulkan-icd-loader wavpack x264</code> 对于Debian: <div class="mw-translate-fuzzy"> 控制台输入 <code>sudo apt install build-essential cargo cmake git glslang-tools google-mock libavcodec-extra libavdevice-dev libavfilter-dev libavformat-dev libavutil-dev libcurl4-openssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpng-dev libsdl2-dev libsqlite3-dev libssl-dev libvulkan-dev libwavpack-dev libx264-dev python rustc spirv-tools4</code> </div> <span id="Compiling_DDNet"></span> == 编译DDNet == 我们使用CMake来控制编译进程,如果你安装完成所有的依赖项,之后只需要简单输入这些命令(确保你在DDNet文件夹下): <syntaxhighlight lang="bash"> mkdir build cd build cmake .. make -j$(nproc) </syntaxhighlight> <span id="General_information"></span> == 基本信息 == 以下是一些基本信息: *目前,源代码是使用C++17标准编译的,但您会看到代码的许多部分更像C,因为只有大多数新代码使用C++17。 *<code>std::string</code>很少使用,字符数组加<code>system.h</code>方法才是常态。 *大多数输入输出代码、格式化和Print都是使用<code>system.h</code>提供的方法完成的。 <span id="The_source_code_layout"></span> == 源代码布局 == 现在你可以构建DDNet并开始编辑它了。 <span id="The_src/base_directory"></span> === src/base 目录 === 由于DDNet是一个跨平台游戏,需要一个抽象层来简化开发,因此该目录包含许多有用的函数来处理这一问题。 <span id="The_src/engine_directory"></span> === src/engine 目录 === 游戏引擎所在位置,它处理大多数与玩法无关的东西,比如图形、声音、网络等。 <span id="The_src/game_directory"></span> === src/game 目录 === 所有玩法的代码所在位置,分为客户端和服务器。 <span id="Server_side"></span> ==== 服务器端 ==== 这个游戏使用自己的面向对象的实体分级系统,所有其他实体源于主类<code>CEntity</code>,位于<code>src/game/server/e ntity.h</code>目录。 游戏世界在<code>src/game/server/gameworld.h</code>路径下,管理这些实体。 一些重要实体有: <div class="mw-translate-fuzzy"> * [https://github.com/ddnet/ddnet/blob/master/src/game/server/entities/character.h CCharacter]: 代表一个活着的[[Special:MyLanguage/Common_Terminology#Tee|Tee]] , 当一个Tee生成时会被实例化,当它死亡时会被删除。有关玩家在死亡之间的信息,请参阅[https://github.com/ddnet/ddnet/blob/master/src/game/server/player.h CPlayer]。 </div> <span id="Client_side"></span> ==== 客户端 ==== <div class="mw-translate-fuzzy"> 客户端由许多组件构成,都是继承<code>CComponent</code>的类:这些组件通过实现视觉方法来提供功能,例如<code>OnInit</code>,<code>OnMessage</code>等等。 </div> <span id="Networking"></span> ==== 网络 ==== 网络协议几乎由python脚本生成并输出c++代码,例如说,<code>datasrc/network.py</code>定义了所有网络包。 <span id="Code_conventions"></span> == 代码规范 == 代码规范的讨论还在持续:[https://github.com/ddnet/ddnet/issues/2945 ddnet#2945] 目前已经应用了下面的部分: <span id="Indentation_style"></span> === 缩进格式 === 采用[https://en.wikipedia.org/wiki/Indentation_style#Allman_style Allman 风格]。 <blockquote> 此风格将控制语句关联的大括号放在下一行并且缩进到相同位置,内部语句则缩进到下一级。 </blockquote> <syntaxhighlight lang="cpp"> while(x == y) { Something(); SomethingElse(); } FinalThing(); </syntaxhighlight> <span id="Classes_and_Structs"></span> === 类和结构体 === 必须带有前缀<code>C</code>(由于历史遗留原因有一些结构体没有遵循,例如图形代码部分)或者代表接口的<code>I</code>。新的结构体需要带前缀<code>S</code>。 示例: <syntaxhighlight lang="cpp"> class CCharacter : public CEntity { // ... } </syntaxhighlight> <span id="Enums_and_constants"></span> === 枚举和常量 === <div class="mw-translate-fuzzy"> 应该采用大蛇式命名法(所有单词大写并且用下划线间隔),例如<code>MAX_PLAYERS</code> </div> <syntaxhighlight lang="cpp"> enum { FAKETUNE_FREEZE = 1, FAKETUNE_SOLO = 2, FAKETUNE_NOJUMP = 4, FAKETUNE_NOCOLL = 8, FAKETUNE_NOHOOK = 16, FAKETUNE_JETPACK = 32, FAKETUNE_NOHAMMER = 64, }; </syntaxhighlight> <span id="Variable_naming"></span> === 变量命名 === * 变量命名有三个部分:修饰和前缀、名字。 * 变量命名应该以大写字母开始,除非是单字符例如:<code>i</code>,<code>x</code>,<code>y</code>。 * 变量可以有多于一个的修饰或前缀,也可以没有。 排列方式:<code>[修饰]_[前缀][名字]</code> <span id="Qualifiers"></span> ==== 修饰 ==== * 成员变量<code>m</code>:<code>m_MyVariable</code>。 * 静态变量<code>s</code>:<code>s_MyStaticVariable</code>, <code>ms_MyStaticMemberVariable</code>。 * 带外部连接的全局变量<code>g</code>:<code>gs_MyGlobalStaticVar</code>。 <span id="Prefixes"></span> ==== 前缀 ==== * 指针前缀<code>p</code>:<code>pMyPointer</code>,<code>m_pCharacter</code>,<code>ppMyPointerToPointer</code>。 * 数组前缀<code>a</code>:<code>aMyArray</code>,<code>aBuf</code>。 * 容器(<code>std::vector</code>)前缀<code>v</code>: <code>vMyVector</code>,<code>vpvMyVectorOfPointersToVectors</code>。 * 函数前缀<code>fn</code>:<code>pfnMyCallback</code>,<code>m_papfnMyPointerToArrayOfCallbacks</code>。 <span id="Common_snippets"></span> == 常用片段 == 下面列出经常出现在代码库的代码: <span id="Formatting_text"></span> === 格式文本 === <syntaxhighlight lang="cpp"> char aBuf[128]; str_format(aBuf, sizeof(aBuf), "number: %d", 2); </syntaxhighlight> 参阅[https://cplusplus.com/reference/cstdio/printf/ printf 文档]查看格式提示符列表。 === 迭代玩家数组 === <syntaxhighlight lang="cpp"> for(int i = 0; i < MAX_CLIENTS; i++) { // Server-side CPlayer *pPlayer = GameServer()->m_apPlayers[i]; } </syntaxhighlight> <span id="Printing_to_the_game_console"></span> === 输出到游戏控制台 === <syntaxhighlight lang="cpp"> Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "wikiprint", "Hello from the ddnet wiki!"); </syntaxhighlight> <span id="Debug_printing"></span> === 调试输出 === <syntaxhighlight lang="cpp"> int i = 2; dbg_msg("wikiprint", "Hello from the ddnet wiki: %d", i); </syntaxhighlight> === 在客户端翻译文本 === <code>Localize</code> 用于在游戏客户端从用户选定的语言文件中获取特定字串的翻译。<syntaxhighlight lang="cpp"> DoButton(..., Localize("Connect"), ...); </syntaxhighlight>字符串可以包含格式说明符,翻译文本必须包含同样的格式说明符(这可能产生某些排序不一致的问题)。<syntaxhighlight lang="cpp"> char aBuf[128]; str_format(aBuf, sizeof(aBuf), Localize("%d of %d servers"), NumServers, TotalServers); </syntaxhighlight>在调用<code>Localize</code>时依靠一个脚本来扫描识别调用代码,然后收集字符串上传翻译文件。由于此原因,调用<code>Localize</code> 不能包含任何其他代码,否则脚本无法正确识别文本。<syntaxhighlight lang="cpp"> // 请勿这样做: const char *pStr = Localize(Team == TEAM_RED ? "Red team" : "Blue team"); // 应该这样做: const char *pStr = Team == TEAM_RED ? Localize("Red team") : Localize("Blue team"); </syntaxhighlight> <span id="External_resources"></span> == 外部资料 == <div class="mw-translate-fuzzy"> * [[Special:MyLanguage/User:Ryozuki|Ryozuki]]:[https://edgarluque.com/blog/ui-code-ddnet/ UI Code in DDraceNetwork]。 * [[Special:MyLanguage/User:Ryozuki|Ryozuki]]:[https://edgarluque.com/blog/intro-to-ddnet/ An intro to the DDraceNetwork game source code]。 * [[Special:MyLanguage/User:Ryozuki|Ryozuki]]:[https://edgarluque.com/blog/code-conventions-in-ddnet/ Code conventions in DDraceNetwork]。 * [[Special:MyLanguage/User:Ryozuki|Ryozuki]]:[https://edgarluque.com/blog/chat-command-ddracenetwork/ Implementing a chat command in DDraceNetwork]。 * [https://codedoc.ddnet.org/ Auto generated docs]。 * [https://ddnet.org/libtw2-doc/ Technical documentation of Teeworlds file formats and network protocol]。 * [https://heinrich5991.github.io/blog/blog/one-tick-unfreeze The Anatomy of a One Tick Unfreeze]。 * ChillerDragon:[https://www.youtube.com/playlist?list=PLhJkqAQmOh5LyYOfnMy4PJB6CSZltQyTc Teeworlds programming YouTube tutorial]。 </div> <span id="About_Tee_Skin_Rendering"></span> == 关于提交皮肤 == 此部分介绍如何提交皮肤。 由 Patiga 提供的各种参数值 特别鸣谢 Jupstar 各部分缩放比例: 身体-body: 100% 脚脚-feet: 150% 眼睛-eyes: 120% 眨眼-eye blink: 45% 手手-hand: 93.75% 位置: 64/64 = 1 = 身体部分的宽高比 下面给出各部分与边缘距离占总宽或者高的比值 身体-body: 4/64 上边缘 脚脚-feet: 10/64 下边缘 7/64 左右边缘 眼睛初始位置: 0.125 上边缘 0.05 左右边缘 眼动范围-eye movement: 设 dir = 眼睛角度 (辅助线角度), right = 0 眼睛偏移坐标: x: cos(dir) * 0.125 y: sin(dir) * 0.1 眼间距: x: abs(cos(dir)) * 0.01
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