Difference between revisions of "Game Programming Class5"
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==Homework== | ==Homework== | ||
− | InputControllerMonogame | + | *InputControllerMonogame |
− | InputControllerUnity | + | Update your movement project in MonoGame to have good separation of concern and use an input class with an input controller. |
+ | |||
+ | Use the IntroGameLibrary if you like to quickly make drawable sprites | ||
+ | |||
+ | *InputControllerUnity | ||
+ | |||
+ | Make a similar project to you MonoGame InputController. | ||
+ | |||
+ | Use an Input controller class in Unity to control the sprite. Reuse as much code as possible from the Monogame InputContorller |
Revision as of 03:30, 6 October 2015
Contents
Game Services
Review Game Components
IntroGameLibrary
Turn the console class into a service
Each GameService needs to have a unique interface so that there is an entry in the system types table. The interface allows the game to return the correct type.
- GameConsole.cs
All of these files are available in the IntoGameLibrary Project in the classfolders.
Input Controller Mongame
from project IntroPacManMovementController file PacManController.cs
<csharp> InputHandler input; //game service to handle input public Vector2 Direction {get; private set;} ...
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() //update accesses InputHandler
{ //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
... </csharp>
The MonoGamePacMan game component then uses the controller
<csharp> internal PacManController controller { get; private set; } ... public MonoGamePacMan(Game game)
: base(game) { this.controller = new PacManController(game); ... }
... 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;
...
</csharp>
Input Controller Unity
PlayerController from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/PlayerController.cs
<csharp> public Vector2 direction = new Vector2();
private Vector2 keyDirection; private Vector2 padDirection;
... void Update () {
HandleKeyboard();
HandleGamepad();
...
private void HandleGamepad()
{ //Gamepad padDirection.x = padDirection.y = 0; //and keyboard unity already sums them together padDirection.x = Input.GetAxis("Horizontal"); padDirection.y = Input.GetAxis("Vertical");
if (padDirection.magnitude > 0) { //Debug.Log(padDirection + " " + padDirection.magnitude + " " + (padDirection.magnitude > 0)); direction += padDirection; } }
</csharp>
Player.cs from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/Player.cs
<csharp> private PlayerController controller;
public Vector2 Direction = new Vector2(1, 0);
... 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); }
...
// Update is called once per frame
void Update() { //Check for input from PlayerController if (this.controller.hasInputForMoverment) { this.Direction = this.controller.direction; //Get Direction from PlayerController
</csharp>
Homework
- InputControllerMonogame
Update your movement project in MonoGame to have good separation of concern and use an input class with an input controller.
Use the IntroGameLibrary if you like to quickly make drawable sprites
- InputControllerUnity
Make a similar project to you MonoGame InputController.
Use an Input controller class in Unity to control the sprite. Reuse as much code as possible from the Monogame InputContorller