Difference between revisions of "Game Programming Class6"

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(Advanced Sprites/Collision)
m (Text replacement - "<csharp>" to "<syntaxhighlight lang="csharp" line="1" >")
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==PacMan Class Simplified and Generalized==
 
==PacMan Class Simplified and Generalized==
  
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
public enum PacManState { Spawning, Still, Chomping, SuperPacMan }
 
public enum PacManState { Spawning, Still, Chomping, SuperPacMan }
  
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file is PacManController.cs
 
file is PacManController.cs
  
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
sealed class PacManController
 
sealed class PacManController
 
     {
 
     {
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GameConsolePacMan.cs //hadles logging
 
GameConsolePacMan.cs //hadles logging
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
class GameConsolePacMan : PacMan
 
class GameConsolePacMan : PacMan
 
     {
 
     {
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MonoGamePacMan.cs
 
MonoGamePacMan.cs
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
class MonoGamePacMan : IntroGameLibrary.Sprite2.DrawableSprite2
 
class MonoGamePacMan : IntroGameLibrary.Sprite2.DrawableSprite2
 
     {
 
     {
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script is PlayerController.cs
 
script is PlayerController.cs
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
     public class PlayerController : MonoBehaviour {
 
     public class PlayerController : MonoBehaviour {
  
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UnityPacMan.cs //Hadles logging
 
UnityPacMan.cs //Hadles logging
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
public class UnityPacMan : PacMan {
 
public class UnityPacMan : PacMan {
  
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Player.cs
 
Player.cs
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
  
 
public class Player : MonoBehaviour {
 
public class Player : MonoBehaviour {
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Create two simple DrawableSprite2 objects then check for triangle collision
 
Create two simple DrawableSprite2 objects then check for triangle collision
  
<csharp>
+
<syntaxhighlight lang="csharp" line="1" >
 
if (pac.LocationRect.Intersects(TealGhost.LocationRect))
 
if (pac.LocationRect.Intersects(TealGhost.LocationRect))
 
             {
 
             {

Revision as of 18:28, 25 January 2016


Portability

Separation of Concerns

Single Responsibility Principle

PacMan Class Simplified and Generalized

<syntaxhighlight lang="csharp" line="1" > public enum PacManState { Spawning, Still, Chomping, SuperPacMan }

   public class PacMan 
   {
       protected PacManState _state;
       public PacManState State
       {
           get { return _state; }
           set
           {
               if (_state != value)
               {
                   this.Log(string.Format("{0} was: {1} now {2}", this.ToString(), _state, value));
                   
                   _state = value;
               }
           }
       }
       public PacMan()
       {
           
           //Set default state will call notify so make sure this.Ghosts is intitialized first
           this.State = PacManState.Still;
       }
       //Extra method for logging state change
       public virtual void Log(string s)
       {
           //nothing
           Console.WriteLine(s);
       }
   }

</csharp>

MovementController in Monogame

In MonogameDemos Project is IntroPacManMovementController

file is PacManController.cs

<syntaxhighlight lang="csharp" line="1" > sealed class PacManController

   {
       InputHandler input; //game service to handle input
       public Vector2 Direction {get; private set;}
       public float Rotate { get; private set;}
       //Checks to see if there is anymovement
       public bool hasInputForMoverment
       {
           get
           {
               
               if (Direction.Length() == 0) return false;
               return true;
           }
       }
       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()
       {
           //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
               float RotationAngle = (float)Math.Atan2(
                   gamePad1State.ThumbSticks.Left.X,
                   gamePad1State.ThumbSticks.Left.Y);
               Rotate = (float)MathHelper.ToDegrees(RotationAngle - (float)(Math.PI / 2));
           }
           #endregion
           //Update for input from DPad
           #region DPad
           Vector2 PacManDPadDir = Vector2.Zero;
           if (gamePad1State.DPad.Left == ButtonState.Pressed)
           {
               //Orginal Position is Right so flip X
               PacManDPadDir += new Vector2(-1, 0);
           }
           if (gamePad1State.DPad.Right == ButtonState.Pressed)
           {
               //Original Position is Right
               PacManDPadDir += new Vector2(1, 0);
           }
           if (gamePad1State.DPad.Up == ButtonState.Pressed)
           {
               //Up
               PacManDPadDir += new Vector2(0, -1);
           }
           if (gamePad1State.DPad.Down == ButtonState.Pressed)
           {
               //Down
               PacManDPadDir += new Vector2(0, 1);
           }
           if (PacManDPadDir.Length() > 0)
           {
               //Angle in radians from vector
               float RotationAngleKey = (float)Math.Atan2(
                       PacManDPadDir.X,
                       PacManDPadDir.Y * -1);
               //Find angle in degrees
               Rotate = (float)MathHelper.ToDegrees(
                   RotationAngleKey - (float)(Math.PI / 2)); //rotated right already
               //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
               PacManDPadDir = Vector2.Normalize(PacManDPadDir);
           }
           #endregion
           //Update for input from Keyboard
  1. if !XBOX360
           #region KeyBoard
           KeyboardState keyboardState = Keyboard.GetState();
           Vector2 PacManKeyDir = new Vector2(0, 0);
           if (keyboardState.IsKeyDown(Keys.Left))
           {
               //Flip Horizontal
               PacManKeyDir += new Vector2(-1, 0);
           }
           if (keyboardState.IsKeyDown(Keys.Right))
           {
               //No new sprite Effects
               PacManKeyDir += new Vector2(1, 0);
           }
           if (keyboardState.IsKeyDown(Keys.Up))
           {
               PacManKeyDir += new Vector2(0, -1);
           }
           if (keyboardState.IsKeyDown(Keys.Down))
           {
               PacManKeyDir += new Vector2(0, 1);
           }
           if (PacManKeyDir.Length() > 0)
           {
               float RotationAngleKey = (float)Math.Atan2(
                       PacManKeyDir.X,
                       PacManKeyDir.Y * -1);
               Rotate = (float)MathHelper.ToDegrees(
                   RotationAngleKey - (float)(Math.PI / 2));
               //Normalize NewDir to keep agled movement at same speed as horilontal/Vert
               PacManKeyDir = Vector2.Normalize(PacManKeyDir);
           }
           #endregion
  1. endif
           Direction= PacManKeyDir + PacManDPadDir + pacStickDir;
           if (Direction.Length() > 0)
           {
               Direction = Vector2.Normalize(Direction);
           }
       }
   }

</csharp>

GameConsolePacMan.cs //hadles logging <syntaxhighlight lang="csharp" line="1" > class GameConsolePacMan : PacMan

   {
       GameConsole console;
       public GameConsolePacMan()
       {
           this.console = null;
       }
       public GameConsolePacMan(GameConsole console)
       {
           this.console = console;
       }
       public override void Log(string s)
       {
           if (console != null)
           {
               console.GameConsoleWrite(s);
           }
           else
           {
               base.Log(s);
           }
       }
   }

</csharp>

MonoGamePacMan.cs <syntaxhighlight lang="csharp" line="1" > class MonoGamePacMan : IntroGameLibrary.Sprite2.DrawableSprite2

   {
       internal PacManController controller { get; private set; }
       internal GameConsolePacMan PacMan
       {
           get;
           private set;
       }
       protected PacManState pacState;
       public PacManState PacState
       {
           get { return this.pacState; }
           //Change pacman state also
           set { 
               if(this.pacState != value)
                   this.pacState = this.PacMan.State = value; 
           }
       }
               
       public MonoGamePacMan(Game game)
           : base(game)
       {
           this.controller = new PacManController(game);
           PacMan = new GameConsolePacMan((GameConsole)game.Services.GetService<IGameConsole>());
       }
       protected override void LoadContent()
       {
           base.LoadContent();
           this.SpriteTexture = content.Load<Texture2D>("PacManSingle");
           this.Orgin = new Vector2(this.SpriteTexture.Width / 2, this.SpriteTexture.Height / 2);
           this.Location = new Microsoft.Xna.Framework.Vector2(100, 100);
           this.Speed = 200;
       }
       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;
           //Change State based on movement
           if (this.controller.hasInputForMoverment)
           {
               if(pacState != PacManState.Spawning && pacState != PacManState.SuperPacMan)
                   this.PacState = PacManState.Chomping;
           }
           else
           {
               if (pacState != PacManState.Spawning && pacState != PacManState.SuperPacMan)
                   this.PacState = PacManState.Still;
           }
           //Keep PacMan On Screen
           if (this.Location.X > Game.GraphicsDevice.Viewport.Width - (this.spriteTexture.Width / 2))
           {
               this.Location.X = Game.GraphicsDevice.Viewport.Width - (this.spriteTexture.Width / 2);
           }
           if (this.Location.X < (this.spriteTexture.Width / 2))
               this.Location.X = (this.spriteTexture.Width / 2);
           if (this.Location.Y > Game.GraphicsDevice.Viewport.Height - (this.spriteTexture.Height / 2))
               this.Location.Y = Game.GraphicsDevice.Viewport.Height - (this.spriteTexture.Height / 2);
           if (this.Location.Y < (this.spriteTexture.Height / 2))
               this.Location.Y = (this.spriteTexture.Height / 2);
           base.Update(gameTime);
       }
   }

</csharp>

MovementController in Unity

Unity Project is GameProgrammingUnity

Package is PacManWithFood.unitypackage

script is PlayerController.cs <syntaxhighlight lang="csharp" line="1" >

   public class PlayerController : MonoBehaviour {

public Vector2 direction = new Vector2();

   private Vector2 keyDirection;
   private Vector2 padDirection;

public bool hasInputForMoverment { get {

           //Debug.Log(direction.sqrMagnitude);
           if (direction.magnitude == 0) return false;

return true;} }

   public PlayerController()
   {
       keyDirection = new Vector2();
   }

// Use this for initialization void Start () {

}

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

       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;
       //Gamepad
       padDirection.x = Input.GetAxis("Horizontal");
       padDirection.y = Input.GetAxis("Vertical");
       if (padDirection.magnitude > 0)
       {
           //Debug.Log(padDirection + " " + padDirection.magnitude + " " + (padDirection.magnitude > 0));
           direction += padDirection;
       }
       //normalize
       direction.Normalize();

} } </csharp>

UnityPacMan.cs //Hadles logging <syntaxhighlight lang="csharp" line="1" > public class UnityPacMan : PacMan {

   private GameObject _gameObject;
   public UnityPacMan(GameObject g) : base()
   {
       _gameObject = g;
   }
   public override void Log(string s)
   {
       Debug.Log(s);
   }

} </csharp>


Player.cs <syntaxhighlight lang="csharp" line="1" >

public class Player : MonoBehaviour {

   private PlayerController controller;
   public Vector2 Direction = new Vector2(1, 0);
   public float Speed = 10;
   public float Angle;
   public UnityPacMan PacMan { get; private set; }
   private Vector3 moveTranslation;
   
   // Use this for initialization

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 ); }

//or //Util.GetComponentIfNull<PlayerController> (this, ref controller);

       PacMan = new UnityPacMan(this.gameObject);

}

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

       if (this.controller.hasInputForMoverment) 
       {

this.Direction = this.controller.direction; Angle = Mathf.Atan2 (this.Direction.y, this.Direction.x) * Mathf.Rad2Deg; this.transform.eulerAngles = new Vector3 (0, 0, Angle);

           if (this.PacMan.State != PacManState.SuperPacMan)
           {
               this.PacMan.State = PacManState.Chomping;
           }

} else { this.Direction = new Vector2(0,0);

           if (this.PacMan.State != PacManState.SuperPacMan)
           {
               this.PacMan.State = PacManState.Still;
           }

}

this.moveTranslation = new Vector3(this.Direction.x, this.Direction.y) * Time.deltaTime * this.Speed; this.transform.position += new Vector3(this.moveTranslation.x, this.moveTranslation.y);

}

   public virtual void PowerUp()
   {
       this.PacMan.State = PacManState.SuperPacMan;
       this.StartCoroutine("PowerUpTimer");
   }


   IEnumerator PowerUpTimer()
   {
       this.PacMan.Notify("SuperPacMan");
       yield return new WaitForSeconds(3);
       this.PacMan.State = PacManState.Still;
       this.PacMan.Notify("SuperPacMan End");
   }

} </csharp>


Advanced Sprites/Collision

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

3 tutorial on App Hub


Rectangle Collision

Demo

Create two simple DrawableSprite2 objects then check for triangle collision

<syntaxhighlight lang="csharp" line="1" > if (pac.LocationRect.Intersects(TealGhost.LocationRect))

           {
               //Rectangle Collision
               TealGhost.SwitchToGhostHit();
           }
           else
           {
               //No Rectagle Collison
               TealGhost.SwitchToNormalGhost();
           }

</csharp>

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

Example of simple states and simple vector geometry.

Better example not yet implemented

PacMan Chase and Evade example in repo IntroChaseEvade demostratea

  • Collision
  • State for feeble AI
  • Sprite Markers