Difference between revisions of "Game Programming Class3"
esse quam videri
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− | + | Extract sprite from pacman class and build new project | |
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==Homework== | ==Homework== |
Revision as of 03:27, 9 February 2009
Contents
Class 3 Input Handling
Input
input from Game Controller and Keyboard
XNA has built in 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 to only compile the KeyBoard state code if the target is not XBOX360 (I should also add zune if this is one of our build targets)
- /
#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
List<Type> Safer than Arraylist and easier to manage than Array
in class
Extract sprite from pacman class and build new project
Homework
- Create an XNA project that uses the Keyboard for input.
- Read Chapter 3 in XNA 3.0