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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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public static Dictionary<Buttons, Keys> GetKeyboardDictionary(KeyboardSettings keyboard) { Dictionary<Buttons, Keys> dictionary = new Dictionary<Buttons, Keys>(); dictionary.Add(Buttons.A, keyboard.A); dictionary.Add(Buttons.B, keyboard.B); dictionary.Add(Buttons.X, keyboard.X); dictionary.Add(Buttons.Y, keyboard.Y); dictionary.Add(Buttons.LeftShoulder, keyboard.LeftShoulder); dictionary.Add(Buttons.RightShoulder, keyboard.RightShoulder); dictionary.Add(Buttons.LeftTrigger, keyboard.LeftTrigger); dictionary.Add(Buttons.RightTrigger, keyboard.RightTrigger); dictionary.Add(Buttons.LeftStick, keyboard.LeftStick); dictionary.Add(Buttons.RightStick, keyboard.RightStick); dictionary.Add(Buttons.Back, keyboard.Back); dictionary.Add(Buttons.Start, keyboard.Start); dictionary.Add(Buttons.DPadDown, keyboard.DPadDown); dictionary.Add(Buttons.DPadLeft, keyboard.DPadLeft); dictionary.Add(Buttons.DPadRight, keyboard.DPadRight); dictionary.Add(Buttons.DPadUp, keyboard.DPadUp); dictionary.Add(Buttons.LeftThumbstickDown, keyboard.LeftThumbstickDown); dictionary.Add(Buttons.LeftThumbstickLeft, keyboard.LeftThumbstickLeft); dictionary.Add(Buttons.LeftThumbstickRight, keyboard.LeftThumbstickRight); dictionary.Add(Buttons.LeftThumbstickUp, keyboard.LeftThumbstickUp); dictionary.Add(Buttons.RightThumbstickDown, keyboard.RightThumbstickDown); dictionary.Add(Buttons.RightThumbstickLeft, keyboard.RightThumbstickLeft); dictionary.Add(Buttons.RightThumbstickRight, keyboard.RightThumbstickRight); dictionary.Add(Buttons.RightThumbstickUp, keyboard.RightThumbstickUp); return dictionary; }
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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Random Helper
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To help you generate random values and random positions over the game terrain used to randomly position the enemies you ll create a RandomHelper class inside the Helpers namespace. The RandomHelper class and all its attributes and methods will be static. Inside the RandomHelper class, declare a public attribute of type Random, named RandomGenerator. The RandomGenerator will be used as the main random generator by all the game classes. Next, to generate a random position over the game terrain constructed over the XZ plane create a method named GeneratePositionXZ. Inside the GeneratePositionXZ method, you need to generate a random value for the X and Z axes according to a distance parameter. To generate a random number, use the Random class s Next method. The Next method of the Random class generates a positive random value that is lower than the value passed as its parameter. Because the center of the game terrain is positioned at the scene origin (0,0,0), your GeneratePositionXZ method must generate positive and negative values to reach all the terrain. You can do that by subtracting the random values generated by half their maximum value. Following is the complete code for the RandomHelper class:
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public static class RandomHelper { public static Random RandomGenerator = new Random(); public static Vector3 GeneratePositionXZ(int distance) { float posX = (RandomGenerator.Next(distance * 201) - distance * 100) * 0.01f; float posZ = (RandomGenerator.Next(distance * 201) - distance * 100) * 0.01f; return new Vector3(posX, 0, posZ); } }
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Creating the Game Logic
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For each unit type in the game player, player weapon, enemy (NPC) you ll create a class in the GameLogic namespace. A game unit needs to store its attributes (for example: speed, hit points, damage, and so on) and its logic (states and actions). Besides the logic of the game units, you ll construct the main game logic, which defines the game controls and how the units are updated and drawn, outside the GameLogic namespace in the GameScreen class. You ll create the GameScreen class at the end of this chapter.
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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Before you start constructing the game logic classes, let s review some of the gameplay features described before: The player will start the game equipped with a machine gun, ammunition, and the doable actions of running (forward and backward), jumping, and attacking (aiming and shooting). Each monster will be randomly walking around the map until it sees the player or is attacked by the player. When this happens, the monster will chase the player, and after approaching him the monster will attack. Whenever the monster loses all its hit points, it will die. And if the player loses all hit points, the game will be over. From the gameplay description, you can see that both the player and the enemies share some common attributes and actions, such as having hit points, moving over a terrain, being able to cause and receive damage, being drawn as animated models, and so on. Because of these common characteristics between the player and the enemies, you can create a generic base class from them with their common attributes and methods. Then you create the player and enemy classes by extending this base class.
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TerrainUnit
In this section you ll create the base class for the game units that are animated models, move over the terrain, and are able to cause and receive damage. Create a new class in the GameLogic namespace and name it TerrainUnit. Begin constructing the TerrainUnit class by declaring some of the common attributes shared by the units, which are their hit points and speed:
// Basic attributes (Life and Speed) int life; int maxLife; float speed;
You ll draw the TerrainUnit as an animated model using the AnimatedModel class. So, declare an attribute of type AnimatedModel to store the TerrainUnit animated model. Next, declare an attribute of type int to store the current unit s animation, which you further need to properly control and change the unit s animation. Each unit also needs a bounding box and bounding sphere volumes used for collision, represented through the XNA s BoundingBox and BoundingSphere classes. The collision volumes of the unit are the collision volumes of its animated model, which are created by the animated model s content processor. Because the collision volumes of the animated model are transformed as the unit moves around the map, you need a copy of them
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