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最后修改于2025年03月26日

操作说明

WSAD 鼠标 F Q E M N+L 等

备注与谢志

太忙了没时间更新桌宠低级版。

开发日志

变量

G_N_Cam_X

G_N_Cam_Y

L_N_Object_ID [Roads]

G_N_Cam_X_Tile_Rounded(144)

G_N_Cam_Y_Tile_Rounded(144)

G_N_Object_Index

G_N_Object_Distance

L_B_Visible [Roads]

L_N_Position_X [Roads]

L_N_Position_Y [Roads]

L_N_Distance_To_Cam [Roads]

CLONE_COUNT

L_N_Object_ID [MiniMapRoads]

L_N_Position_Y [MiniMapRoads]

L_N_Position_X [MiniMapRoads]

L_B_Visible [MiniMapRoads]

L_N_Object_ID [TerrainType]

L_N_Position_X [TerrainType]

L_N_Position_Y [TerrainType]

G_N_Cam_Center_Point_X

G_N_Cam_Center_Point_Y

G_N_Player_Position_X

G_N_Player_Position_Y

EDITOR_G_N_ANGLE

G_N_Max_Car_Number

G_N_Car_Index

G_N_Car_Road_Spawn_ID

G_N_Car_Spawn_Rotation

G_N_Car_ID_Recycled

L_N_Object_ID [Car]

L_N_Distance_To_Cam [Car]

L_B_Visible [Car]

G_N_Random_Car

L_N_Max_Speed [Car]

L_N_Speed [Car]

L_N_Position_X_Rounded(144) [Car]

L_N_Position_Y_Rounded(144) [Car]

L_N_Position_X [Car]

L_N_Position_Y [Car]

L_N_Current_Road_ID [Car]

L_N_Previous_Road_ID [Car]

L_N_Turn_Position_Rounded(24)Vector2 [Car]

L_N_Turn_HitBox_X [Car]

L_N_Turn_HitHox_Y [Car]

L_N_Turn_Speed [Car]

L_N_After_Turn_Correction_X [Car]

L_N_After_Turn_Correction_Y [Car]

L_N_Turn_Angle [Car]

L_N_Turn_Choice [Car]

L_B_Ahead_Clear [Car]

G_N_Player_Animation_Count

G_S_Player_Current_Weapon

FPS_Counter

FPS

G_N_Max_Pedestrian_Number

G_N_Pedestrian_Index

G_N_Pedestrian_Spawn_Rotation

G_N_Pedestrian_Road_Spawn_ID

G_N_Pedestrian_ID_Recycled

L_N_Object_ID [Pedestrian]

L_N_Position_X [Pedestrian]

L_N_Position_Y [Pedestrian]

L_N_Position_X_Rounded(48) [Car]

L_N_Position_Y_Rounded(48) [Car]

L_N_Position_X_Rounded(24) [Car]

L_N_Position_Y_Rounded(24) [Car]

L_N_Animation_Count [Pedestrian]

G_N_Random_Pedestrian

L_S_Pedestrian_Action [Pedestrian]

L_N_Turn_Position_Rounded(24)Vector2 [Pedestrian]

L_N_Position_X_Rounded(144) [Pedestrian]

L_N_Position_Y_Rounded(144) [Pedestrian]

L_N_Current_Road_ID [Pedestrian]

L_N_Previous_Road_ID [Pedestrian]

L_N_Car_Index [Player]

L_N_Nearest_Car_ID [Player]

L_N_Car_Distance [Player]

L_N_Distance_Current_Car [Player]

G_S_Player_Status

L_B_Spawned_With_Car [Pedestrian]

G_N_Active_Car_Pedestrians

G_N_Car_Door_Position_X

G_N_Car_Door_Position_Y

L_N_Number_Of_Passengers [Car]

L_DistanceToCam [MiniMapRoads]

G_N_Current_Car_ID

G_N_Current_Car_Rotation

G_B_Car_Hitbox_Hit

G_N_Player_Car_Position(48)

G_B_Car_Hit_Box_Speed_Locked

G_B_Player_Car_On_Road

L_B_IsPoliceVehicle [Car]

G_N_WantedLevel

G_N_Previous_WantedLevel

G_N_Police_On_Screen

L_B_Police_Counted [Car]

G_N_Wanted_Level_Crimes

G_N_Current_Car_Speed

L_N_Speed [Pedestrian]

L_Car_HitBox_Count [Pedestrian]

G_N_Minimap_Player_Rotation

G_N_Current_cam_Aim_X

G_N_Current_cam_Aim_Y

MOBILE_CONTROL

MOBILE_ON

G_N_Car_Hit_Pedestrian

TESTVAR

L_B_IsPolice [Pedestrian]

L_B_Police_On_Screen_Counted [Pedestrian]

L_B_Car_Chasing_Player [Car]

L_N_Car_Distance_To_Player_Car [Car]

L_N_AI_Driving_Speed [Car]

G_N_Player_Position_X(144)

G_N_Player_Position_Y(144)

L_N_Target_Tile_X(144) [Car]

L_N_Target_Tile_Y(144) [Car]

L_N_PathFind_Count [Car]

L_N_PathFind_CountCheck [Car]

L_N_Pathfinding_Rotate_Speed [Car]

G_N_Number_Of_Cars

G_N_Car_Collision_Speed

G_B_Collision_Building

G_B_Car_Hit_Box_Speed_Locked_Building

L_N_Pedestrian_Type [Car]

G_N_Bullet_Count_Index

G_N_Player_Health

L_N_Police_Car_Stuck_Timer [Car]

G_B_Stop_Cars

G_B_Stop_Pedestrians

L_N_Police_Walk_Count [Pedestrian]

L_N_Distance_To_Cam [Pedestrian]

L_N_Car_Door_Position_X [Pedestrian]

L_N_Car_Door_Position_Y [Pedestrian]

G_B_GameOver

L_N_Logo_Speed [Intro]

L_N_Cam_move_X [MainMenuBackground]

L_N_Cam_move_Y [MainMenuBackground]

T_Minutes

T_Hours

G_N_Night_Darkness

TESTVAR2

G_N_Explosions_On_Screen

L_B_Bullet_Hit [Police_Bullet]

G_N_Fire_On_Screen

G_N_Weapon_Scroll_Number

G_B_Police_Siren_Playing

G_N_Gun_Accuracy

G_N_Player_Bullet_Count_Index

G_N_Grenade_Active_Count

G_N_Gun_Shot_Timer

G_B_MainMenu

G_N_Previous_Player_Position_X

G_N_Previous_Player_Position_Y

L_S_Dropped_Weapon [Pedestrian]

G_N_Dropped_Gun_On_Screen

G_B_Player_Collision_Lock

L_N_Random_Weapon [Pedestrian]

G_N_Player_Armor

G_N_Beach_Animation_Count

G_N_Night_Color

G_N_Object_Spawn_Cursor_X

G_N_Object_Spawn_Cursor_Y

G_B_BetterPerformanceRendering

G_N_Police_Car_Siren_Chasing_On_Screen

L_B_Has_Siren [Car]

L_B_Siren_Enabled [Car]

G_N_Real_Darkness

G_B_Thunder_Locked

G_B_Raining

G_N_CarHitDirection

L_N_Collision_Direction [Car]

L_B_AI_Hit_Lock [Car]

G_B_Car_Hit_Pedestrian_Slow

G_S_UI_Status

G_N_Player_Money

G_N_Shop_Price

L_B_Visible [MissionManager]

L_DistanceToCam [MissionManager]

L_B_Wanted_Level_6_MusicPlaying [WantedLevel]

L_N_ObjectID [Map]

G_B_Map_Open

G_N_Map_Spawn_Index

G_N_Car_Selection_Number

L_N_CarHandeling [Car]

L_S_Type [Turret]

L_B_TankBehaviour [Car]

L_N_ShootDecision [Turret]

M_G_N_Mission_Number

M_G_S_DialogText

M_G_S_DialogSpeaker

M_G_S_DialogTextStatus

M_G_N_DialogTextIndex

M_G_N_Text_Count

M_G_S_IconHitType

M_G_S_Mission_Icon_Type

M_G_B_WantedAllowed

M_G_B_InMission

M_G_N_Mission_Icon_Count

M_DUMPVAR_B_N_S

G_B_LockRain

L_N_Object_ID [CutSceneItems]

M_G_B_Clear_Cutscene

M_L_S_DialogAddedCode [Dialog]

G_N_Police_Car_Count

G_N_Tank_Count

L_S_PreviousPlayerStatus [Map]

G_N_Map_Zoom

G_N_Map_position_X

G_N_Map_Position_Y

G_B_Pause

 

列表

G_N_Road_Position_X

G_N_Road_Position_Y

G_B_Road_Active

G_B_Road_Visible

G_N_Road_Spawn_Queue

G_S_Road_Type

G_N_Road_Rotation

G_S_Terrain_Type

G_N_Terrain_Spawn_Queue

G_N_Terrain_Position_X

G_N_Terrain_Position_Y

G_B_Terrain_Active

G_N_Car_Position_X

G_N_Car_Position_Y

G_S_Car_Type

G_S_Car_Status

G_N_Car_Spawn_Queue

G_N_Car_Health

G_N_Car_ID_Recycled

G_N_Car_Spawneble_Roads

G_N_Car_Rotation

G_N_Road_Position_Vector2

G_N_Car_Position_Vector2(48x48)

G_N_Pedestrian_Position_X

G_N_Pedestrian_Position_Y

G_N_Pedestrian_Health

G_S_Pedestrian_Type

G_N_Pedestrian_Spawn_Queue

G_N_Pedestrian_ID_Recycled

G_N_Pedestrian_Rotation

G_N_CarPedestrian_ID_Recycled

G_N_Pedestrian_Position_Vector2(24x24)

G_N_Pedestrian_Spawneble_Road

G_N_Building_Position_X

G_N_Building_Position_Y

G_S_Building_Type

G_B_Building_Active

G_N_Building_Spawn_Queue

G_N_Building_Rotation

G_N_Terrain_Rotation

G_N_Building_Position_Vector2(144x144)

G_S_Pedestrian_Spawned_With_Car

G_N_Bullet_ID_Recycled

G_N_Bullet_Position_X

G_N_Bullet_Position_Y

G_N_Bullet_Rotation

G_S_Bullet_Type

G_N_Road_Car_Amount

G_B_Car_Chasing_Player

G_N_Explosion_Position_X

G_N_Explosion_Position_Y

G_N_Fire_Position_X

G_N_Fire_Position_Y

G_N_Fire_Spawn_Queu

G_N_Explosion_Spawn_Queue

G_N_Explosion_Hit_Box_Spawn_Queue

G_S_Weapons

G_N_Player_Bullet_ID_Recycled

G_N_Player_Bullet_Position_X

G_N_Player_Bullet_Position_Y

G_N_Player_Bullet_Rotation

G_N_Player_Bullet_Type

G_N_Ammo_Count

G_N_Dropped_Gun_Position_X

G_N_Dropped_Gun_Position_Y

G_N_Dropped_Gun_Type

G_N_Dropped_Gun_Spawn_Queue

G_N_Icon_Position_X

G_N_Icon_Position_Y

G_S_Icon_Type

G_B_Icon_Active

G_N_Icon_Spawn_Queue

G_N_Terrain_Position_Vector2(144x144)

G_N_Shop_Car_Type/Price

M_G_N_Mission_Item_Position_X

M_G_N_Mission_Item_Position_Y

M_G_S_Mission_Item_Type

M_G_N_Mission_Item_Spawn_Queue

M_G_S_Mission_Item_Rotation

 

角色

Stage

造型

背景1

Water

achtergrond1

GTA

GTAV2

GTATITLESCREEnBeta

GTATITLESCREEn

Logo

LogoV1

LogoV2

LogoV3

KPLogo

 

声音

urban-ambient-sound

 

代码

当 绿旗 被点击

换成 GTATITLESCREEnBeta 背景

将 {G_B_Pause} 设为 false

等待 1 秒

广播 Choose_Device

 

当 绿旗 被点击

重复执行

将 {FPS_Counter} 增加 1

等待 0 秒

如果 (计时器 > 1) 那么

计时器归零

将 {FPS} 设为 {FPS_Counter}

将 {FPS_Counter} 设为 0

 

当接收到 Start_Object_Spawner

将 {CLONE_COUNT} 设为 0

执行 Reset_Object_Status

执行 Round_Cam_144

重复执行

如果 (((四舍五入(({G_N_Cam_X} / 144)) * 144) = {G_N_Cam_X_Tile_Rounded(144)}) 与 ((四舍五入(({G_N_Cam_Y} / 144)) * 144) = {G_N_Cam_Y_Tile_Rounded(144)})) 不成立 那么

执行 Round_Cam_144

如果 ({G_B_BetterPerformanceRendering} = true) 那么

执行 Object_Spawn_Check_Performance

执行 CheckIcons

否则

执行 Object_Spawn_Check

 

当接收到 Start_Cam_Center_Point

重复执行

将 {G_N_Cam_X} 增加 (({G_N_Cam_Center_Point_X} - {G_N_Cam_X}) / 8)

将 {G_N_Cam_Y} 增加 (({G_N_Cam_Center_Point_Y} - {G_N_Cam_Y}) / 8)

等待 ({G_B_Pause} = false)

 

当接收到 Start_Game

重复执行

播放声音 urban-ambient-sound 等待播完

 

当接收到 Start_Mission_Manager

将 {G_N_Object_Index} 设为 {G_S_Icon_Type} 中第一个 Mission_Icon 的编号

如果 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false) 那么

将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}

克隆 Icon

 

定义 Reset_Object_Status

删除 {G_B_Road_Active} 的全部项目

删除 {G_B_Road_Visible} 的全部项目

删除 {G_N_Road_Spawn_Queue} 的全部项目

删除 {G_N_Road_Car_Amount} 的全部项目

重复执行 {G_N_Road_Position_X} 的项目数 次

将 false 加入 {G_B_Road_Active}

将 false 加入 {G_B_Road_Visible}

将 0 加入 {G_N_Road_Car_Amount}

删除 {G_B_Terrain_Active} 的全部项目

删除 {G_N_Terrain_Spawn_Queue} 的全部项目

重复执行 {G_N_Terrain_Position_X} 的项目数 次

将 false 加入 {G_B_Terrain_Active}

删除 {G_B_Building_Active} 的全部项目

删除 {G_N_Building_Spawn_Queue} 的全部项目

重复执行 {G_N_Building_Position_X} 的项目数 次

将 false 加入 {G_B_Building_Active}

删除 {G_B_Icon_Active} 的全部项目

删除 {G_N_Icon_Spawn_Queue} 的全部项目

重复执行 {G_N_Icon_Position_X} 的项目数 次

将 false 加入 {G_B_Icon_Active}

 

定义 Object_Spawn_Check

将 {G_N_Object_Index} 设为 1

重复执行 {G_N_Road_Position_X} 的项目数 次

执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Road_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Road_Position_Y} 的第 {G_N_Object_Index} 项

如果 (({G_N_Object_Distance} < 576) 与 ({G_B_Road_Active} 的第 {G_N_Object_Index} 项 = false)) 那么

将 {G_N_Object_Index} 加入 {G_N_Road_Spawn_Queue}

克隆 Roads

如果 ({G_S_Road_Type} 的第 {G_N_Object_Index} 项 = Road_2W_Straight) 那么

克隆 StreetLantern

克隆 StreetLanternLight

克隆 MiniMapRoads

将 {G_N_Object_Index} 增加 1

将 {G_N_Object_Index} 设为 1

重复执行 {G_N_Terrain_Position_X} 的项目数 次

执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Terrain_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Terrain_Position_Y} 的第 {G_N_Object_Index} 项

如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Terrain_Active} 的第 {G_N_Object_Index} 项 = false)) 那么

将 {G_N_Object_Index} 加入 {G_N_Terrain_Spawn_Queue}

克隆 TerrainType

将 {G_N_Object_Index} 增加 1

将 {G_N_Object_Index} 设为 1

重复执行 {G_N_Building_Position_X} 的项目数 次

执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Building_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Building_Position_Y} 的第 {G_N_Object_Index} 项

如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Building_Active} 的第 {G_N_Object_Index} 项 = false)) 那么

将 {G_N_Object_Index} 加入 {G_N_Building_Spawn_Queue}

克隆 BuildingType

将 {G_N_Object_Index} 增加 1

将 {G_N_Object_Index} 设为 1

重复执行 {G_N_Icon_Position_X} 的项目数 次

执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Icon_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Icon_Position_Y} 的第 {G_N_Object_Index} 项

如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false)) 那么

将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}

克隆 Icon

将 {G_N_Object_Index} 增加 1

 

定义 CheckIcons

将 {G_N_Object_Index} 设为 1

重复执行 {G_N_Icon_Position_X} 的项目数 次

执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Icon_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Icon_Position_Y} 的第 {G_N_Object_Index} 项

如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false)) 那么

将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}

克隆 Icon

将 {G_N_Object_Index} 增加 1

 

定义 Round_Cam_144

将 {G_N_Cam_X_Tile_Rounded(144)} 设为 (四舍五入(({G_N_Cam_X} / 144)) * 144)

将 {G_N_Cam_Y_Tile_Rounded(144)} 设为 (四舍五入(({G_N_Cam_Y} / 144)) * 144)

 

定义 Get_Distance {FromX} {ToX} {FromY} {ToY}

将 {G_N_Object_Distance} 设为 平方根(((({FromX} - {ToX}) * ({FromX} - {ToX})) + (({FromY} - {ToY}) * ({FromY} - {ToY}))))

 

定义 Object_Spawner_Test

 

定义 Object_Spawn_Check_Performance

将 {G_N_Object_Index} 设为 0

将 {G_N_Object_Spawn_Cursor_X} 设为 {G_N_Cam_X_Tile_Rounded(144)}

将 {G_N_Object_Spawn_Cursor_Y} 设为 {G_N_Cam_Y_Tile_Rounded(144)}

将 {G_N_Object_Spawn_Cursor_X} 增加 (144 * 4)

将 {G_N_Object_Spawn_Cursor_Y} 增加 (144 * 4)

重复执行 9 次

重复执行 9 次

将 {G_N_Object_Spawn_Cursor_Y} 增加 -144

将 {G_N_Object_Index} 设为 {G_N_Road_Position_Vector2} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号

如果 ({G_B_Road_Active} 的第 {G_N_Object_Index} 项 = false) 那么

将 {G_N_Object_Index} 加入 {G_N_Road_Spawn_Queue}

克隆 Roads

如果 ({G_S_Road_Type} 的第 {G_N_Object_Index} 项 = Road_2W_Straight) 那么

克隆 StreetLantern

克隆 StreetLanternLight

克隆 MiniMapRoads

将 {G_N_Object_Index} 设为 {G_N_Building_Position_Vector2(144x144)} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号

如果 ({G_B_Building_Active} 的第 {G_N_Object_Index} 项 = false) 那么

将 {G_N_Object_Index} 加入 {G_N_Building_Spawn_Queue}

克隆 BuildingType

将 {G_N_Object_Index} 设为 {G_N_Terrain_Position_Vector2(144x144)} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号

如果 ({G_B_Terrain_Active} 的第 {G_N_Object_Index} 项 = false) 那么

将 {G_N_Object_Index} 加入 {G_N_Terrain_Spawn_Queue}

克隆 TerrainType

将 {G_N_Object_Spawn_Cursor_Y} 增加 (144 * 9)

将 {G_N_Object_Spawn_Cursor_X} 增加 -144

 

角色1

 

TerrainType

 

BuildingType

 

Roads

 

StreetLantern

 

StreetLanternLight

 

Border

 

MinimapPlayer

 

MiniMapRoads

 

PoliceCarRadar

 

PoliceOfficerRadar

 

MinimapBorder

 

MiniMapBackground

 

WeaponUI

 

Health

 

WantedLevel

 

Armor

 

Player

 

Car

 

Pedestrian

 

CarHitbox

 

Mobile_Up

 

Mobile_Right

 

Mobile_Left

 

Mobile_Down

 

Sprite1

 

Mobile_Down2

 

Police_Bullet

 

Player_Bullet

 

Wasted/Busted

 

CloneCountWarning

 

Turret

 

Intro

 

MainMenuBackground

 

Map

 

PauseMenu

 

Time

 

Rain

 

PoliceCarSiren

 

Headlights

 

Explosion

 

ExplosionHitbox

 

Fire

 

GunCursor

 

DroppedGun

 

Icon

 

IconsRadar

 

WeaponShop

 

CarShop

 

NotificationText

 

Cheat

 

MissionManager

 

Dialog

 

CutSceneItems

 

作者的话

 

(0) 评论 (2)

北京
7小时 前
想看sprunki的那个和吞吞互动的小游戏
作者 音响人 男生
广东省
6小时 前
回复:可爱的鲨莎 我差不多该放弃了
北京
6小时 前
回复:音响人 不要嘛
又是抄袭鬼
作者 音响人 男生
广东省
7天 前
回复:Khron0s小弭 在共创世界的,都说了转载的,我电脑自动帮我储存2的,可以在共创世界搜索侠盗猎车手