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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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Besides the GetLeftThumbStick method, you also need to create the GetRightThumbStick method to retrieve the position of the gamepad s right stick. Following is the code for the GetRightThumbStick method:
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public Vector2 GetRightThumbStick() { Vector2 thumbPosition = Vector2.Zero; if (gamePadState.IsConnected) thumbPosition = gamePadState.ThumbSticks.Right; else if (keyboardMap != null) { if (keyboardState.IsKeyDown( keyboardMap[Buttons.RightThumbstickUp])) thumbPosition.Y = 1; else if (keyboardState.IsKeyDown( keyboardMap[Buttons.RightThumbstickDown])) thumbPosition.Y = -1; if (keyboardState.IsKeyDown( keyboardMap[Buttons.RightThumbstickRight])) thumbPosition.X = 1; else if (keyboardState.IsKeyDown( keyboardMap[Buttons.RightThumbstickLeft])) thumbPosition.X = -1; } return thumbPosition; }
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You might want to configure different settings for your game on each computer you are running, such as screen resolution, full screen mode, and keyboard map. These settings can be stored and read from files, so you don t need to reconfigure your game every time you run it. To do that, you ll create some structures to store the game settings, and a helper class to help you store and read these settings from a file. The game settings will be read and saved from an XML file. The XML format has the benefit of being human readable and can be modified in any text editor. Start the construction of the settings manager by creating a new class named SettingsManager in the Helpers namespace. Inside the file created for the SettingsManager class, create a struct named KeyboardSettings to store the keyboard map. Following is the code for the KeyboardSettings struct:
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[Serializable] public struct KeyboardSettings { public Keys A; public Keys B; public Keys X; public Keys Y; public Keys LeftShoulder; public Keys RightShoulder; public Keys LeftTrigger; public Keys RightTrigger; public Keys LeftStick; public Keys RightStick; public Keys Back; public Keys Start; public public public public public public public public public public public public } Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys Keys DPadDown; DPadLeft; DPadRight; DPadUp; LeftThumbstickDown; LeftThumbstickLeft; LeftThumbstickRight; LeftThumbstickUp; RightThumbstickDown; RightThumbstickLeft; RightThumbstickRight; RightThumbstickUp;
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In KeyboardSettings, you created an attribute of type Keys for each gamepad button that can be mapped to a keyboard key. Next, create the main game settings structure, named GameSettings. Following is the code for the GameSettings struct:
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[Serializable] public struct GameSettings { public bool PreferredFullScreen; public int PreferredWindowWidth; public int PreferredWindowHeight;
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public KeyboardSettings[] KeyboardSettings; }
The game settings structure stores the screen resolution, full screen mode, and an array of keyboard settings, used to map the gamepad buttons to the keyboard. Finally, you should create two methods inside the SettingsManager class to read and save the game settings. Because you don t need a specific instance of the SettingsManager class, you should make it and its methods static. Following is the code for the Read method of the SettingsManager class:
public static GameSettings Read(string settingsFilename) { GameSettings gameSettings; Stream stream = File.OpenRead(settingsFilename); XmlSerializer serializer = new XmlSerializer(typeof(GameSettings)); gameSettings = (GameSettings)serializer.Deserialize(stream); return gameSettings; }
The Read method receives the name of the settings file to be read, and then it uses the File class to open the file, and the XmlSerializer to transform the XML document into an object of the type GameSettings. You can save the GameSettings data into an XML file in a similar way that you used to read it. Following is the code for the Save method of the SettingsManager class:
public static void Save(string settingsFilename, GameSettings gameSettings) { Stream stream = File.OpenWrite(settingsFilename); XmlSerializer serializer = new XmlSerializer(typeof(GameSettings)); serializer.Serialize(stream, gameSettings); }
Last, you ll create a method to transform the KeyboardSettings structure into a dictionary that maps a gamepad button to a key. The InputHelper class that you created needs this dictionary, instead of a KeyboardSettings, to map the gamepad buttons to the keyboard. Creating this dictionary is simple: add an entry to the dictionary for each gamepad button, mapping it to the key that is stored in the KeyboardSettings structure. Following is the code for the GetKeyboardDictionary, used to transform KeyboardSettings into a dictionary:
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