Game Programming Class8

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Midterm Game Presentations

Portability

Separation of Concerns

Single Responsibility Principle

PacMan Class Simplified and Generalized

public enum PacManState { Spawning, Still, Chomping, SuperPacMan }

    public class PacMan 
    {

        protected PacManState _state;
        public PacManState State
        {
            get { return _state; }
            set
            {
                if (_state != value)
                {
                    this.Log(string.Format("{0} was: {1} now {2}", this.ToString(), _state, value));
                    
                    _state = value;
                }
            }
        }

        public PacMan()
        {
            
            //Set default state will call notify so make sure this.Ghosts is intitialized first
            this.State = PacManState.Still;

        }

        //Extra method for logging state change
        public virtual void Log(string s)
        {
            //nothing
            Console.WriteLine(s);
        }
    }

MovementController in Monogame

In MonogameDemos Project is IntroPacManMovementController

file is PacManController.cs

sealed class PacManController
    {
        InputHandler input; //game service to handle input
        public Vector2 Direction {get; private set;}
        public float Rotate { get; private set;}

        //Checks to see if there is anymovement
        public bool hasInputForMoverment
        {
            get
            {
                
                if (Direction.Length() == 0) return false;
                return true;
            }
        }

        public PacManController(Game game)
        {
            //get input handler from game services
            input = (InputHandler)game.Services.GetService<IInputHandler>();
            if (input == null)
            {
                throw new Exception("PacMan controller depends on InputHandler service please add Input Handler as a service first");
            }
        }

        public void Update()
        {
            //Input for update from analog stick
            GamePadState gamePad1State = input.GamePads[0]; //HACK hard coded player index
            #region LeftStick
            Vector2 pacStickDir = Vector2.Zero;
            if (gamePad1State.ThumbSticks.Left.Length() > 0.0f)
            {
                pacStickDir = gamePad1State.ThumbSticks.Left;
                pacStickDir.Y *= -1;      //Invert Y Axis

                float RotationAngle = (float)Math.Atan2(
                    gamePad1State.ThumbSticks.Left.X,
                    gamePad1State.ThumbSticks.Left.Y);

                Rotate = (float)MathHelper.ToDegrees(RotationAngle - (float)(Math.PI / 2));
            }
            #endregion

            //Update for input from DPad
            #region DPad
            Vector2 PacManDPadDir = Vector2.Zero;
            if (gamePad1State.DPad.Left == ButtonState.Pressed)
            {
                //Orginal Position is Right so flip X
                PacManDPadDir += new Vector2(-1, 0);
            }
            if (gamePad1State.DPad.Right == ButtonState.Pressed)
            {
                //Original Position is Right
                PacManDPadDir += new Vector2(1, 0);
            }
            if (gamePad1State.DPad.Up == ButtonState.Pressed)
            {
                //Up
                PacManDPadDir += new Vector2(0, -1);
            }
            if (gamePad1State.DPad.Down == ButtonState.Pressed)
            {
                //Down
                PacManDPadDir += new Vector2(0, 1);
            }
            if (PacManDPadDir.Length() > 0)
            {
                //Angle in radians from vector
                float RotationAngleKey = (float)Math.Atan2(
                        PacManDPadDir.X,
                        PacManDPadDir.Y * -1);
                //Find angle in degrees
                Rotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2)); //rotated right already

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManDPadDir = Vector2.Normalize(PacManDPadDir);
            }
            #endregion

            //Update for input from Keyboard
#if !XBOX360
            #region KeyBoard
            KeyboardState keyboardState = Keyboard.GetState();
            Vector2 PacManKeyDir = new Vector2(0, 0);

            if (keyboardState.IsKeyDown(Keys.Left))
            {
                //Flip Horizontal
                PacManKeyDir += new Vector2(-1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Right))
            {
                //No new sprite Effects
                PacManKeyDir += new Vector2(1, 0);
            }
            if (keyboardState.IsKeyDown(Keys.Up))
            {
                PacManKeyDir += new Vector2(0, -1);
            }
            if (keyboardState.IsKeyDown(Keys.Down))
            {
                PacManKeyDir += new Vector2(0, 1);
            }
            if (PacManKeyDir.Length() > 0)
            {
                float RotationAngleKey = (float)Math.Atan2(
                        PacManKeyDir.X,
                        PacManKeyDir.Y * -1);

                Rotate = (float)MathHelper.ToDegrees(
                    RotationAngleKey - (float)(Math.PI / 2));

                //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
                PacManKeyDir = Vector2.Normalize(PacManKeyDir);
            }
            #endregion
#endif
            Direction= PacManKeyDir + PacManDPadDir + pacStickDir;
            if (Direction.Length() > 0)
            {
                Direction = Vector2.Normalize(Direction);
            }
        }
    }

GameConsolePacMan.cs //hadles logging

class GameConsolePacMan : PacMan
    {
        GameConsole console;
        public GameConsolePacMan()
        {
            this.console = null;
        }

        public GameConsolePacMan(GameConsole console)
        {
            this.console = console;
        }

        public override void Log(string s)
        {
            if (console != null)
            {
                console.GameConsoleWrite(s);
            }
            else
            {
                base.Log(s);
            }
        }
    }

MonoGamePacMan.cs

class MonoGamePacMan : IntroGameLibrary.Sprite2.DrawableSprite2
    {
        internal PacManController controller { get; private set; }
        internal GameConsolePacMan PacMan
        {
            get;
            private set;
        }
        protected PacManState pacState;
        public PacManState PacState
        {
            get { return this.pacState; }
            //Change pacman state also
            set { 
                if(this.pacState != value)
                    this.pacState = this.PacMan.State = value; 
            }
        }
                
        public MonoGamePacMan(Game game)
            : base(game)
        {
            this.controller = new PacManController(game);
            PacMan = new GameConsolePacMan((GameConsole)game.Services.GetService<IGameConsole>());
        }

        protected override void LoadContent()
        {
            base.LoadContent();
            this.SpriteTexture = content.Load<Texture2D>("PacManSingle");
            this.Orgin = new Vector2(this.SpriteTexture.Width / 2, this.SpriteTexture.Height / 2);
            this.Location = new Microsoft.Xna.Framework.Vector2(100, 100);
            this.Speed = 200;
        }

        public override void Update(GameTime gameTime)
        {
            //Elapsed time since last update
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            
            this.controller.Update();

            this.Location += ((this.controller.Direction * (time / 1000)) * Speed);      //Simple Move 
            this.Rotate = this.controller.Rotate;

            //Change State based on movement
            if (this.controller.hasInputForMoverment)
            {
                if(pacState != PacManState.Spawning && pacState != PacManState.SuperPacMan)
                    this.PacState = PacManState.Chomping;
            }
            else
            {
                if (pacState != PacManState.Spawning && pacState != PacManState.SuperPacMan)
                    this.PacState = PacManState.Still;
            }

            //Keep PacMan On Screen
            if (this.Location.X > Game.GraphicsDevice.Viewport.Width - (this.spriteTexture.Width / 2))
            {
                this.Location.X = Game.GraphicsDevice.Viewport.Width - (this.spriteTexture.Width / 2);
            }
            if (this.Location.X < (this.spriteTexture.Width / 2))
                this.Location.X = (this.spriteTexture.Width / 2);

            if (this.Location.Y > Game.GraphicsDevice.Viewport.Height - (this.spriteTexture.Height / 2))
                this.Location.Y = Game.GraphicsDevice.Viewport.Height - (this.spriteTexture.Height / 2);

            if (this.Location.Y < (this.spriteTexture.Height / 2))
                this.Location.Y = (this.spriteTexture.Height / 2);

            base.Update(gameTime);
        }
    }

MovementController in Unity

Unity Project is GameProgrammingUnity

Package is PacManWithFood.unitypackage

script is PlayerController.cs

    public class PlayerController : MonoBehaviour {

	public Vector2 direction = new Vector2();
    private Vector2 keyDirection;
    private Vector2 padDirection;
	public bool hasInputForMoverment {
		get {
            //Debug.Log(direction.sqrMagnitude);
            if (direction.magnitude == 0) return false;
			return true;}
	}

    public PlayerController()
    {
        keyDirection = new Vector2();
    }
	
	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
		
        keyDirection.x = keyDirection.y = 0;
		
        //Keyboard
        if (Input.GetKey("right"))
        {
            keyDirection.x += 1;
        }
		if (Input.GetKey ("left")) {
            keyDirection.x += -1;
		}

        if (Input.GetKey("up"))
        {
            keyDirection.y += 1;
        }
		if (Input.GetKey ("down")) {
            keyDirection.y += -1;
		}
        direction = keyDirection;

        //Gamepad
        padDirection.x = Input.GetAxis("Horizontal");
        padDirection.y = Input.GetAxis("Vertical");

        if (padDirection.magnitude > 0)
        {
            //Debug.Log(padDirection + " " + padDirection.magnitude + " " + (padDirection.magnitude > 0));
            direction += padDirection;
        }

        //normalize
        direction.Normalize();
	}
}

UnityPacMan.cs //Hadles logging

public class UnityPacMan : PacMan {

    private GameObject _gameObject;

    public UnityPacMan(GameObject g) : base()
    {
        _gameObject = g;
    }

    public override void Log(string s)
    {
        Debug.Log(s);
    }
	
}


Player.cs

public class Player : MonoBehaviour {

    private PlayerController controller;
    public Vector2 Direction = new Vector2(1, 0);
    public float Speed = 10;
    public float Angle;

    public UnityPacMan PacMan { get; private set; }

    private Vector3 moveTranslation;
    
    // Use this for initialization
	void Start () {
        //Get PlayerController from game object
		controller = GetComponent<PlayerController>();
		//Log error if controller is null will throw null refernece exception eventually
		if (controller == null) {
			Debug.LogWarning( "GetComponent of type " + typeof( PlayerController ) + " failed on " + this.name, this );
		}

		//or
		//Util.GetComponentIfNull<PlayerController> (this, ref controller);

        PacMan = new UnityPacMan(this.gameObject);
	}
	
	// Update is called once per frame
	void Update () {
        if (this.controller.hasInputForMoverment) 
        {
			this.Direction = this.controller.direction;
			Angle = Mathf.Atan2 (this.Direction.y, this.Direction.x) * Mathf.Rad2Deg;
			this.transform.eulerAngles = new Vector3 (0, 0, Angle);
            if (this.PacMan.State != PacManState.SuperPacMan)
            {
                this.PacMan.State = PacManState.Chomping;
            }
		}
		else
		{
			this.Direction = new Vector2(0,0);
            if (this.PacMan.State != PacManState.SuperPacMan)
            {
                this.PacMan.State = PacManState.Still;
            }
		}
		
		this.moveTranslation = new Vector3(this.Direction.x, this.Direction.y) * Time.deltaTime * this.Speed;
		this.transform.position += new Vector3(this.moveTranslation.x, this.moveTranslation.y);
        
	}

    public virtual void PowerUp()
    {
        this.PacMan.State = PacManState.SuperPacMan;
        this.StartCoroutine("PowerUpTimer");
    }

    

    IEnumerator PowerUpTimer()
    {
        this.PacMan.Notify("SuperPacMan");
        yield return new WaitForSeconds(3);
        this.PacMan.State = PacManState.Still;
        this.PacMan.Notify("SuperPacMan End");
    }
}

Chase and Evade

Example of simple states and simple vector geometry.

Better example not yet implemented

PacMan Chase and Evade example in repo IntroChaseEvade demostratea

  • Collision
  • State for feeble AI
  • Sprite Markers

Physics

http://box2d.org/

c# Box2D https://code.google.com/p/box2dx/

https://github.com/d-snp/Farseer-Physics

http://farseerphysics.codeplex.com/

http://www.mataliphysics.com/

Platformer Example

Show platformer starter kit

http://msdn.microsoft.com/en-us/library/dd254918(v=xnagamestudio.31).aspx

simple and elegant but not that flexible

Monogame samples

https://github.com/Mono-Game/MonoGame.Samples

Strategy Pattern

Manager classes to implement strategy pattern

http://www.dofactory.com/Patterns/PatternStrategy.aspx


Discuss Final Projects requirements

Version 0 POC

  • Temp art
  • Test main machanic

Version 1 game ready for internal testing

  • Temp art
  • First Pass and Game mechanics may not be fully balanced or perfect but is playable
  • All Major Game features have been implemented
    • Implementations may not be complete but they should be functional

Version 2 game is ready for public testing

  • No Temp art
  • All Game features are implemented and testable
  • Audio
  • Animations

After the final games have been tested internally we will revise and then test them externally.

Sound Manager

SoundManager.cs Sound management class. There are several problems with the sound

How to expose methods to the other classes. Should it be a sevice? Event Model?

  • Sound Variables
  • Global Variables
  • RPC Variables
  • Homework
  • Midterm Project Due Next Week

Demo Icon

Demo Packaging

Requirements for 2D Game

  • Loads and Displays 2D graphics
  • Uses Text for Output to player and GameConsole for debugging
  • Uses GamePad or Keyboard for input. Uses a game service to handle input from these devices
  • Has stateful sprites that animate or change states
  • Has some kind of Animation
  • Uses Sound
  • Has website for distribution

Home Work

Final Game main mechanic POC