Difference between revisions of "Game Programming Class3"

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(Unity Basics and Movement)
 
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=Class 3 Input Handling=
 
=Class 3 Input Handling=
  
 +
==Overview==
  
 +
Objectives
 +
*Time corrected move on delta time Unity
 +
*SpriteBatch option in monogame
 +
*Review Input class in monogame
 +
*Movement in Unity
 +
Skills
 +
*SVN Commit
 +
*Unity Package
 +
Demo
 +
*[https://github.com/dsp56001/GameProgramming/tree/master/Monogame/3.5/SimpleMovementWRotate Monogame\3.5\SimpleMovementWRotate] :The SimpleMovementWRotate uses the incorrect origin for rotation on purpose. Uncomment second Draw call to fix
 +
*[https://github.com/dsp56001/GameProgramming/tree/master/Monogame/3.5/SpriteBatchOptions Monogame\3.5\SpriteBatchOptions] : many many ways to call Spritebatch draw
 +
*[https://github.com/dsp56001/GameProgramming/tree/master/Unity/SimpleUpdateMovement/Packages Unity\SimpleUpdateMovement\Packages\SimpleMovement.unitypackage] : Unity basic movement
 +
 +
==SpriteBatch Options==
 +
 +
'''[http://msdn.microsoft.com/en-us/library/bb203919.aspx 2D Graphics Overview]'''
 +
 +
About textures and Batching
 +
 +
[http://msdn.microsoft.com/en-us/library/bb203889.aspx Displays, ViewPorts, Client Bounds]
 +
 +
 +
===Alpha channels===
 +
 +
Demo
 +
* [http://gimp.org Gimp]
 +
* [http://www.getpaint.net/ Paint.NET]
 +
 +
===SpriteBatch===
 +
 +
demo project
 +
*IntroSimpleSpriteBatchOptionsWindows.zip
 +
 +
spriteBatch.Begin();
 +
 +
[[Image:IntroSpriteModesDemo.png]]
 +
 +
# Options SpriteBlendMode
 +
# Additive Enable additive blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx
 +
# AlphaBlend Enable alpha blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-2.aspx
 +
# None No blending specified.
 +
 +
 +
 +
 +
 +
==Inclass Keyboard input demo==
 +
 +
<code>
 +
KeyboardState keyboardState = Keyboard.GetState();
 +
 +
Explore Limitations of Built in Keyboard state.
 +
 +
</code>
  
 
==Input==
 
==Input==
Line 11: Line 66:
 
XNA has built in support for up to 4 game controllers. The default controller is a x-box controller.
 
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 [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepad.aspx GamePad] Object and the [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepadstate_members.aspx GamePadState] Structure reference types
 
X-Box Controller The Controller is accessed through the [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepad.aspx GamePad] Object and the [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.gamepadstate_members.aspx GamePadState] Structure reference types
<csharp>
+
<syntaxhighlight lang="csharp">
         //Get and instance of the gamePadState Structure
+
         //Get an instance of the gamePadState Structure
 
         GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One);  
 
         GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One);  
 
          
 
          
Line 26: Line 81:
 
         #endif
 
         #endif
 
          
 
          
</csharp>
+
</syntaxhighlight>
  
 
Angle Measured in Radians
 
Angle Measured in Radians
  
using atan2 to get the angle from the direction vector
+
using [http://msdn.microsoft.com/en-us/library/system.math.atan2.aspx atan2] to get the angle from the direction vector
 +
 
 +
 
 +
IntroSimpleSpriteUpdateRotateWindows Project
 +
 
 +
SpriteJump Project
 +
 
 +
==Input Error missing DirectX9==
 +
 
 +
Error:An unhandled exception of type 'System.DllNotFoundException' occurred in SharpDX.XInput.dll Additional information: Unable to load DLL 'xinput1_3.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
  
===Vibration===
+
  XInput library may be missing if you have a fresh install of win8.1 or 10
<csharp>
 
        GamePad.SetVibration(PlayerIndex.One, 1.0f, 1.0f);  //left low freq motor right high freq motor
 
       
 
</csharp>
 
  
===Classes and Generics===
+
Solution: Install DirectX 9 Runtime http://www.microsoft.com/en-us/download/confirmation.aspx?id=8109 or http://www.microsoft.com/en-us/download/details.aspx?id=35
Shooting with pacman
 
  
List<Type> Safer than Arraylist and easier to manage than Array
+
==Unity Basics and Movement==
 +
Demo add Art and setup folders
  
==in class==
+
===Unity Input===
 +
Current Unity Input System
  
PacMan Project with input
+
https://docs.unity3d.com/Manual/ConventionalGameInput.html
  
Extract Input class and create a new project
+
Proposal to change Unity input system
 +
 
 +
https://blogs.unity3d.com/2016/04/12/developing-the-new-input-system-together-with-you/
 +
https://sites.google.com/a/unity3d.com/unity-input-advisory-board/
 +
 
 +
 
 +
===Basic Movement===
 +
Movement script
 +
 
 +
parameter
 +
<syntaxhighlight lang="csharp">
 +
public Vector3 Direction = new Vector3(1, 0, 0);
 +
    public float Speed = 5;
 +
</syntaxhighlight>
 +
Update
 +
<syntaxhighlight lang="csharp">
 +
void Update () {
 +
 
 +
        //Move Pacman
 +
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;
 +
}
 +
</syntaxhighlight>
 +
 
 +
Full Script with wall bouncing
 +
<syntaxhighlight lang="csharp">
 +
using UnityEngine;
 +
using System.Collections;
 +
 
 +
public class SimpleMove : MonoBehaviour {
 +
 
 +
 
 +
    public Vector3 Direction = new Vector3(1, 0, 0);
 +
    public float Speed = 5;
 +
 
 +
    static Vector3 cameraBottomLeft; //calculate camera left
 +
    static Vector3 cameraTopRight; //calculate camera top
 +
    static Rect cameraRect; //rectangle for camera
 +
 
 +
 
 +
    // Use this for initialization
 +
void Start () {
 +
 
 +
        cameraBottomLeft = Camera.main.ScreenToWorldPoint(Vector3.zero);
 +
        cameraTopRight = Camera.main.ScreenToWorldPoint(new Vector3(
 +
            Camera.main.pixelWidth, Camera.main.pixelHeight));
 +
 
 +
        cameraRect = new Rect(
 +
            cameraBottomLeft.x,
 +
            cameraBottomLeft.y,
 +
            cameraTopRight.x - cameraBottomLeft.x,
 +
            cameraTopRight.y - cameraBottomLeft.y);
 +
 
 +
}
 +
 +
// Update is called once per frame
 +
void Update () {
 +
 
 +
        //Move Pacman
 +
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;
 +
 
 +
        if (!cameraRect.Contains(this.transform.position))
 +
        {
 +
            //keep  on screen
 +
            if (this.transform.position.x <= cameraRect.xMin)
 +
            {
 +
               
 +
                this.Direction.x *= -1;
 +
            }
 +
            if (this.transform.position.x >= cameraRect.xMax)
 +
            {
 +
               
 +
                this.Direction.x *= -1;
 +
            }
 +
            if (this.transform.position.y > cameraRect.yMax)
 +
            {
 +
               
 +
                this.Direction.y *= -1;
 +
            }
 +
            if (this.transform.position.y < cameraRect.yMin)
 +
            {
 +
               
 +
                this.Direction.y *= -1;
 +
            }
 +
           
 +
        }
 +
 
 +
}
 +
}
 +
</syntaxhighlight>
 +
 
 +
and Input from keyboard
 +
<syntaxhighlight lang="csharp">
 +
using UnityEngine;
 +
using System.Collections;
 +
 
 +
public class SimpleInput : MonoBehaviour {
 +
 
 +
 
 +
    public Vector3 Direction;
 +
    public float Speed;
 +
    public Vector3 keyDirection;
 +
   
 +
    // Use this for initialization
 +
void Start () {
 +
 +
}
 +
 +
// Update is called once per frame
 +
void Update () {
 +
        //input
 +
        //direction.x = direction.y = 0;
 +
        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;
 +
        Direction.Normalize();
 +
 
 +
 
 +
        //Move Pacman
 +
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;
 +
 
 +
}
 +
}
 +
</syntaxhighlight>
  
 
==Homework==
 
==Homework==
* Create an XNA project that uses the Keyboard for input.
 
  
*Read Chapter 3 in XNA 3.0
+
Moving Game 2 Interesting movement (Mono Game and Unity)
 +
 
 +
Update your moving assigment to make the movement more interesting. Use more than 1 input method ie Keyboard, xbox controller, mouse etc.
 +
 
 +
Create a Unity Scene with the same sprite and use a script to create similar movement.
 +
 
 +
Commit the mongame project and an export of the Unity Scene as a package to SVN or Moodle.
 +
 
 +
Repo URL https://iam.colum.edu:8443/svn/GPMonogame3.5/trunk/FA16

Latest revision as of 03:39, 19 September 2016

Class 3 Input Handling

Overview

Objectives

  • Time corrected move on delta time Unity
  • SpriteBatch option in monogame
  • Review Input class in monogame
  • Movement in Unity

Skills

  • SVN Commit
  • Unity Package

Demo

SpriteBatch Options

2D Graphics Overview

About textures and Batching

Displays, ViewPorts, Client Bounds


Alpha channels

Demo

SpriteBatch

demo project

  • IntroSimpleSpriteBatchOptionsWindows.zip

spriteBatch.Begin();

IntroSpriteModesDemo.png

  1. Options SpriteBlendMode
  2. Additive Enable additive blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx
  3. AlphaBlend Enable alpha blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-2.aspx
  4. None No blending specified.



Inclass Keyboard input demo

KeyboardState keyboardState = Keyboard.GetState();

Explore Limitations of Built in Keyboard state.

Input

input from Game Controller and Keyboard

GamePad XBoxGamePadWithLabels.png

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

         //Get an 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

Angle Measured in Radians

using atan2 to get the angle from the direction vector


IntroSimpleSpriteUpdateRotateWindows Project

SpriteJump Project

Input Error missing DirectX9

Error:An unhandled exception of type 'System.DllNotFoundException' occurred in SharpDX.XInput.dll Additional information: Unable to load DLL 'xinput1_3.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)

  XInput library may be missing if you have a fresh install of win8.1 or 10

Solution: Install DirectX 9 Runtime http://www.microsoft.com/en-us/download/confirmation.aspx?id=8109 or http://www.microsoft.com/en-us/download/details.aspx?id=35

Unity Basics and Movement

Demo add Art and setup folders

Unity Input

Current Unity Input System

https://docs.unity3d.com/Manual/ConventionalGameInput.html

Proposal to change Unity input system

https://blogs.unity3d.com/2016/04/12/developing-the-new-input-system-together-with-you/ https://sites.google.com/a/unity3d.com/unity-input-advisory-board/


Basic Movement

Movement script

parameter

public Vector3 Direction = new Vector3(1, 0, 0);
    public float Speed = 5;

Update

void Update () {

        //Move Pacman
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;
}

Full Script with wall bouncing

using UnityEngine;
using System.Collections;

public class SimpleMove : MonoBehaviour {


    public Vector3 Direction = new Vector3(1, 0, 0);
    public float Speed = 5;

    static Vector3 cameraBottomLeft; //calculate camera left
    static Vector3 cameraTopRight; //calculate camera top
    static Rect cameraRect; //rectangle for camera


    // Use this for initialization
	void Start () {

        cameraBottomLeft = Camera.main.ScreenToWorldPoint(Vector3.zero);
        cameraTopRight = Camera.main.ScreenToWorldPoint(new Vector3(
            Camera.main.pixelWidth, Camera.main.pixelHeight));

        cameraRect = new Rect(
            cameraBottomLeft.x,
            cameraBottomLeft.y,
            cameraTopRight.x - cameraBottomLeft.x,
            cameraTopRight.y - cameraBottomLeft.y);

	}
	
	// Update is called once per frame
	void Update () {

        //Move Pacman
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;

        if (!cameraRect.Contains(this.transform.position))
        {
            //keep  on screen
            if (this.transform.position.x <= cameraRect.xMin)
            {
                
                this.Direction.x *= -1;
            }
            if (this.transform.position.x >= cameraRect.xMax)
            {
                
                this.Direction.x *= -1;
            }
            if (this.transform.position.y > cameraRect.yMax)
            {
                
                this.Direction.y *= -1;
            }
            if (this.transform.position.y < cameraRect.yMin)
            {
                
                this.Direction.y *= -1;
            }
            
        }

	}
}

and Input from keyboard

using UnityEngine;
using System.Collections;

public class SimpleInput : MonoBehaviour {


    public Vector3 Direction;
    public float Speed;
    public Vector3 keyDirection;
    
    // Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
        //input
        //direction.x = direction.y = 0;
        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;
        Direction.Normalize();


        //Move Pacman
        this.transform.position += this.Direction * this.Speed * Time.deltaTime;

	}
}

Homework

Moving Game 2 Interesting movement (Mono Game and Unity)

Update your moving assigment to make the movement more interesting. Use more than 1 input method ie Keyboard, xbox controller, mouse etc.

Create a Unity Scene with the same sprite and use a script to create similar movement.

Commit the mongame project and an export of the Unity Scene as a package to SVN or Moodle.

Repo URL https://iam.colum.edu:8443/svn/GPMonogame3.5/trunk/FA16