Difference between revisions of "Game Programming Class3"
esse quam videri
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==Homework== | ==Homework== | ||
− | Create an XNA project that uses the Keyboard for input. | + | * Create an XNA project that uses the Keyboard for input. |
− | Chapter 5 in XNA Game Studio 2.0 Writing Text | + | * Chapter 5 in XNA Game Studio 2.0 Writing Text |
− | Chapter 7 in XNA Game Studio Express | + | * Chapter 7 in XNA Game Studio Express |
Revision as of 08:07, 18 January 2009
Contents
Class 3 Input Handling
Fonts
free game fonts XNA Redistributable Font Pack
in class
Spritefont demo
IntroFonts/Game1.cs IntroFonts.zip
Input
input from Game Controller and Keyboard
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