Difference between revisions of "Game Programming Class5"

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(Input Controller Mongame)
m (Text replacement - "syntaxhighlight lang="csharp" line="1" " to "syntaxhighlight lang="csharp"")
 
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https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/PacManController.cs
 
https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/PacManController.cs
  
<csharp>
+
<syntaxhighlight lang="csharp">
 
InputHandler input; //game service to handle input
 
InputHandler input; //game service to handle input
 
public Vector2 Direction {get; private set;}
 
public Vector2 Direction {get; private set;}
Line 47: Line 47:
 
                 pacStickDir.Y *= -1;      //Invert Y Axis
 
                 pacStickDir.Y *= -1;      //Invert Y Axis
 
...
 
...
</csharp>
+
</syntaxhighlight>
 
   
 
   
 
The MonoGamePacMan game component then uses the controller
 
The MonoGamePacMan game component then uses the controller
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https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/MonoGamePacMan.cs
 
https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/MonoGamePacMan.cs
  
<csharp>
+
<syntaxhighlight lang="csharp">
 
internal PacManController controller { get; private set; }
 
internal PacManController controller { get; private set; }
 
...
 
...
Line 74: Line 74:
 
...
 
...
  
</csharp>
+
</syntaxhighlight>
  
 
==Input Controller Unity==
 
==Input Controller Unity==
  
 +
PlayerController from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/PlayerController.cs
  
 +
<syntaxhighlight lang="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;
 +
        }
 +
    }
  
==Advanced Sprites/Collision==
+
</syntaxhighlight>
Simple Collision
 
  
Check if two rectangles intersect. By adding a rectangle that represents the area of the sprite it's easy to ask XNA if two rectangles intersect
+
Player.cs from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/Player.cs
  
3 tutorial on App Hub
+
<syntaxhighlight lang="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);
 +
        }
 +
...
  
*http://xbox.create.msdn.com/en-us/education/catalog/tutorial/collision_2d_rectangle
+
// Update is called once per frame
*http://xbox.create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel
+
    void Update()
*http://xbox.create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed
+
    {
 +
        //Check for input from PlayerController
 +
        if (this.controller.hasInputForMoverment)
 +
        {
 +
            this.Direction = this.controller.direction; //Get Direction from PlayerController
 +
</syntaxhighlight>
  
==PerPixelCollision==
 
Load both textures into a color array. Make a rectangle of the intersection of the two textures. Check all the pixels in intersection of the color arrays for intersecting pixels.
 
  
The definition for both methods is in the Sprite class (Sprite.cs)
 
  
==Chase and Evade==
+
==Homework==
  
Example of simple states and simple vector geometry.
+
*InputControllerMonogame
  
[http://creators.xna.com/en-US/sample/chaseevade Better example not yet implemented]
+
Update your movement project in MonoGame to have good separation of concern and use an input class with an input controller.
  
PacMan Chase and Evade example in repo '''IntroChaseEvade''' demostratea
+
Use the IntroGameLibrary if you like to quickly make drawable sprites
*Collision
 
*State for feeble AI
 
*Sprite Markers
 
  
==Homework==
+
*InputControllerUnity
  
InputControllerMonogame
+
Make a similar project to you MonoGame InputController.
  
InputControllerUnity
+
Use an Input controller class in Unity to control the sprite. Reuse as much code as possible from the Monogame InputContorller

Latest revision as of 03:21, 9 February 2016

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

https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/PacManController.cs

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
...

The MonoGamePacMan game component then uses the controller

https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeff/IntroPacManMovementController/MonoGamePacMan.cs

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;
...

Input Controller Unity

PlayerController from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/PlayerController.cs

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;
        }
    }

Player.cs from https://iam.colum.edu:8443/!/#GPMonogame3/view/head/trunk/jeffUnity/UnityGameDemos/Assets/Scripts/PacMan/Player.cs

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


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