Difference between revisions of "Game Programming Class3"

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=Class 3 Input Handling=
 
=Class 3 Input Handling=
  
==Fonts==
 
  
free game fonts [http://creators.xna.com/en-us/contentpack/fontpack XNA Redistributable Font Pack]
 
 
[http://geekswithblogs.net/cwilliams/archive/2007/11/03/116573.aspx Fun with Fonts in XNA]
 
 
==in class==
 
===Spritefont demo===
 
[http://brookfield.rice.iit.edu/jmeyers/gbrowser.php?file=/ITM496-595/ClassSource/Projects/IntroFonts/IntroFonts/Game1.cs IntroFonts/Game1.cs]
 
[http://brookfield.rice.iit.edu/jmeyers/ITM496-595/ClassSource/Projects/IntroFonts.zip IntroFonts.zip]
 
  
 
==Input==
 
==Input==

Revision as of 19:36, 1 February 2009

Class 3 Input Handling

Input

input from Game Controller and Keyboard

GamePad XBoxGamePadWithLabels.png

XNA has builtin support for up to 4 game controllers. The default controller is a x-box controller. X-Box Controller The Controller is accessed through the GamePad Object and the GamePadState Structure reference types <csharp>

        //Get and instance of the gamePadState Structure
        GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One); 
        

Since the Keyboard structure is Windows only we need to use some preprocessor directives

        #if !XBOX360
           #region KeyBoard
           KeyboardState keyboardState = Keyboard.GetState();
        #endif
        

</csharp>

Angle Measured in Radians

using atan2 to get the angle from the direction vector

Vibration

<csharp>

       GamePad.SetVibration(PlayerIndex.One, 1.0f, 1.0f);  //left low freq motor right high freq motor
       

</csharp>

Classes and Generics

Shooting with pacman

in class

PacMan Project with input

Homework

  • Create an XNA project that uses the Keyboard for input.
  • Chapter 5 in XNA Game Studio 2.0 Writing Text
  • Chapter 7 in XNA Game Studio Express