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Creating a SkyDome Class
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In your game you ll use a SkyDome to draw the scene s landscape. The SkyDome you ll use is a conventional 3-D model, previously made on a modeling tool and processed by the Content Pipeline. The sky model will be loaded and handled through XNA s Model class. Note that it is also possible to generate the sky model dynamically, instead of loading it.
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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In this section you ll create the class to load, update, and draw the sky model: the SkyDome class. You should create the SkyDome class inside the Shapes folder.
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Loading the Sky
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Because the SkyDome is an XNA Model, you simply need to use the content manager to load it. Following is the code for the Load method of the SkyDome class:
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public void Load(string modelFileName) { model = Content.Load<Model>(GameAssetsPath.MODELS_PATH + modelFileName); }
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Updating the Sky
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Every time the sky is updated, you need to move its center position to the camera s position, ensuring that the camera remains positioned in the center of the sky. You can also rotate the sky model smoothly over the world s Y axis, giving the impression of a moving horizon around the player. Following is the code for the Update method of the SkyDome class:
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public override void Update(GameTime time) { BaseCamera camera = cameraManager.ActiveCamera; // Center the camera in the SkyDome transformation.Translate = new Vector3(camera.Position.X, 0.0f, camera.Position.Z); // Rotate the SkyDome slightly transformation.Rotate += new Vector3(0, (float)time.ElapsedGameTime.TotalSeconds * 0.5f, 0); base.Update(time); }
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Drawing the Sky
The SkyDome model has a BasicEffect linked to it, which you can use to draw it. But before drawing the model, you need to configure its effect. First, set the sky texture that
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
you want to use in the model (this is necessary because no texture was exported with the sky model). Then, set the model s world and the camera s view and projection matrices to the effect. Finally, draw the sky model. Notice that it is important to disable the depth buffer before drawing the sky model; because the sky is the farthest drawing object you don t need to store its depth. Also, if you draw the sky model with the depth buffer enabled you might have precision problems when drawing distance objects. Following is the code for the SetEffectMaterial and Draw methods used to draw the sky:
private void SetEffectMaterial(BasicEffect basicEffect) { BaseCamera activeCamera = cameraManager.ActiveCamera; // Texture Material basicEffect.Texture = textureMaterial.Texture; basicEffect.TextureEnabled = true; // Transformation basicEffect.World = transformation.Matrix; basicEffect.View = activeCamera.View; basicEffect.Projection = activeCamera.Projection; } public override void Draw(GameTime time) { GraphicsDevice.RenderState.DepthBufferEnable = false; foreach (ModelMesh modelMesh in model.Meshes) { // We are only rendering models with BasicEffect foreach (BasicEffect basicEffect in modelMesh.Effects) SetEffectMaterial(basicEffect); modelMesh.Draw(); } GraphicsDevice.RenderState.DepthBufferEnable = true; base.Draw(time); }
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
Helper Classes
In this section you ll create some helper classes to manage the game input and settings, and to generate random values. You ll create all these classes inside the Helpers namespace.
Creating an Input Helper
In the section Gameplay, we noted that your game can be played using the keyboard or the Xbox 360 gamepad. The XNA Framework has all the classes that you need to manage the input through the keyboard, gamepad, or mouse (only supported in Windows). However, because you want to handle the keyboard and gamepad simultaneously, a helper class could be useful. Also, the XNA input classes lack some features, such as checking when a key is first pressed (pressed when it is released), which you can add to the input helper class. In this section you ll create a helper class for the keyboard and gamepad input, named InputHelper. Because you can play your game using the gamepad, you first map all the game actions to the gamepad, and then map the gamepad buttons to some keyboard keys. For example, you can define that the gamepad s A button is used to make the player jump. Then you can map the keyboard s Space key to the gamepad s A button. If you try to map the game actions to the keyboard first, it can be difficult to map these keys back to the gamepad.
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