在中国,做一个 Ruby 程序员是一种怎样的体验?

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在中国,做一个 Ruby 程序员是一种怎样的体验?,第1张

作为一个妹子,同时还是程序员,对这个问题非常感兴趣,那么写Ruby是一种什么样的体验?简的CTO LarryZhao曾经总结了两个字,对我而言两个字——爽,快。

一些看法 Rubyist在中国的Ruby中国社区正在聚集。由于人数少,大家都很团结,很多人都有义务建立和维护BBS。Rubyis非常友好,即使你是新手,从来没有接触过编程,也开始学习Ruby或RoR(像我一样),RubyChina有一个非常热情的Rubyist来回答你的问题。在线下,人们会定期组织一些聚会,而Ruby周二在上海是一个很好的活动组织。 一些想法

中国有哪些好的创业公司使用Ruby ?流利的英语说,mint,Jane books,醒目的,奢华的圈子,燃烧KnewOne,cicada travel,love等公司架构:使用Ruby创业公司,技术团队一般不超过10人。在CTO的领导下,一般没有严格的等级制度(根据资历可以分为Ruby工程师和高级Ruby工程师),然后在各自的任务之后迅速开放。有能力且经验丰富的Ruby程序员往往是独立的。

关于薪资

当然,一些大公司,比如阿里和eBay,倾向于混合和匹配语言,因为它们必须是高效和稳定的。一些非核心功能或内容也可以用Ruby编写(前几天我看到阿里雇佣了一个Ruby工程师)。Ruby程序员能得到多少?有一次,我们会根据平台上的候选人做一份薪资报告,我们会横向比较。注意:1。Ruby程序员的工作寿命指的是Ruby的开发年限,这是Ruby开发3年多的时间,可能会跑到创业公司去做CTO2。Ruby程序员的平均年薪是14w,而互联网公司加奖金的平均工资至少是14w.

LZ好,你如果想用rpgmaker自己弄游戏的话,最好自己先学好ruby语句,这样自己修改脚本就方便多了。 默认脚本是没有问题的,你不会的话最好别在里面乱改东西,因为有时候少一个字就不行了。你把脚本还原就ok

你拿这段正常的替换脚本编辑器倒数第7行的Scene_Battle 3

class Scene_Battle

def start_phase3

@phase = 3

@actor_index = -1

@active_battler = nil

phase3_next_actor

end

def phase3_next_actor

begin

if @active_battler != nil

@active_battler.blink = false

end

if @actor_index == $game_party.actors.size-1

start_phase4

return

end

@actor_index += 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

end until @active_battler.inputable?

phase3_setup_command_window

end

def phase3_prior_actor

begin

if @active_battler != nil

@active_battler.blink = false

end

if @actor_index == 0

start_phase2

return

end

@actor_index -= 1

@active_battler = $game_party.actors[@actor_index]

@active_battler.blink = true

end until @active_battler.inputable?

phase3_setup_command_window

end

def phase3_setup_command_window

@party_command_window.active = false

@party_command_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

@actor_command_window.x = @actor_index * 160

@actor_command_window.index = 0

end

def update_phase3

if @enemy_arrow != nil

update_phase3_enemy_select

elsif @actor_arrow != nil

update_phase3_actor_select

elsif @skill_window != nil

update_phase3_skill_select

elsif @item_window != nil

update_phase3_item_select

elsif @actor_command_window.active

update_phase3_basic_command

end

end

def update_phase3_basic_command

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

phase3_prior_actor

return

end

if Input.trigger?(Input::C)

case @actor_command_window.index

when 0

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 0

start_enemy_select

when 1

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 1

start_skill_select

when 2

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 0

@active_battler.current_action.basic = 1

phase3_next_actor

when 3

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.kind = 2

start_item_select

end

return

end

end

def update_phase3_skill_select

@skill_window.visible = true

@skill_window.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_skill_select

return

end

if Input.trigger?(Input::C)

@skill = @skill_window.skill

if @skill == nil or not @active_battler.skill_can_use?(@skill.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.skill_id = @skill.id

@skill_window.visible = false

if @skill.scope == 1

start_enemy_select

elsif @skill.scope == 3 or @skill.scope == 5

start_actor_select

else

end_skill_select

phase3_next_actor

end

return

end

end

def update_phase3_item_select

@item_window.visible = true

@item_window.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_item_select

return

end

if Input.trigger?(Input::C)

@item = @item_window.item

unless $game_party.item_can_use?(@item.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.item_id = @item.id

@item_window.visible = false

if @item.scope == 1

start_enemy_select

elsif @item.scope == 3 or @item.scope == 5

start_actor_select

else

end_item_select

phase3_next_actor

end

return

end

end

def update_phase3_enemy_select

@enemy_arrow.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_enemy_select

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.target_index = @enemy_arrow.index

end_enemy_select

if @skill_window != nil

end_skill_select

end

if @item_window != nil

end_item_select

end

phase3_next_actor

end

end

def update_phase3_actor_select

@actor_arrow.update

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

end_actor_select

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@active_battler.current_action.target_index = @actor_arrow.index

end_actor_select

if @skill_window != nil

end_skill_select

end

if @item_window != nil

end_item_select

end

phase3_next_actor

end

end

def start_enemy_select

@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)

@enemy_arrow.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_enemy_select

@enemy_arrow.dispose

@enemy_arrow = nil

if @actor_command_window.index == 0

@actor_command_window.active = true

@actor_command_window.visible = true

@help_window.visible = false

end

end

def start_actor_select

@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)

@actor_arrow.index = @actor_index

@actor_arrow.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_actor_select

@actor_arrow.dispose

@actor_arrow = nil

end

def start_skill_select

@skill_window = Window_Skill.new(@active_battler)

@skill_window.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_skill_select

@skill_window.dispose

@skill_window = nil

@help_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

end

def start_item_select

@item_window = Window_Item.new

@item_window.help_window = @help_window

@actor_command_window.active = false

@actor_command_window.visible = false

end

def end_item_select

@item_window.dispose

@item_window = nil

@help_window.visible = false

@actor_command_window.active = true

@actor_command_window.visible = true

end

end 10866希望对你有帮助!