c# print barcode s CREATING A THIRD-PERSON SHOOTER GAME in Font

Create Data Matrix in Font s CREATING A THIRD-PERSON SHOOTER GAME

CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
Data Matrix Maker In None
Using Barcode generation for Font Control to generate, create DataMatrix image in Font applications.
www.OnBarcode.com
Printing Barcode In None
Using Barcode drawer for Font Control to generate, create Barcode image in Font applications.
www.OnBarcode.com
Drawing the Unit
Data Matrix Generator In None
Using Barcode creator for Font Control to generate, create Data Matrix ECC200 image in Font applications.
www.OnBarcode.com
Barcode Encoder In None
Using Barcode printer for Font Control to generate, create Barcode image in Font applications.
www.OnBarcode.com
To draw the unit you just need to call the Draw method of the unit s animated model. Because all the unit transformations are stored directly in its animated model, you don t need to configure anything else. Following is the code for the Draw method of the TerrainUnit class:
Generating Quick Response Code In None
Using Barcode printer for Font Control to generate, create QR Code JIS X 0510 image in Font applications.
www.OnBarcode.com
Generating EAN13 In None
Using Barcode creation for Font Control to generate, create EAN-13 Supplement 5 image in Font applications.
www.OnBarcode.com
public override void Draw(GameTime time) { animatedModel.Draw(time); }
PDF 417 Encoder In None
Using Barcode creator for Font Control to generate, create PDF 417 image in Font applications.
www.OnBarcode.com
Encoding Code11 In None
Using Barcode creator for Font Control to generate, create Code11 image in Font applications.
www.OnBarcode.com
Unit Types
Data Matrix ECC200 Creator In Visual C#
Using Barcode creation for .NET framework Control to generate, create DataMatrix image in .NET framework applications.
www.OnBarcode.com
Create Data Matrix ECC200 In Java
Using Barcode maker for Android Control to generate, create ECC200 image in Android applications.
www.OnBarcode.com
The next classes you ll create are Player, Enemy, and PlayerWeapon. You ll use each of these classes to create (or instantiate) different types of units. For example, your game may have many types of enemies (created using the Enemy class), where each enemy may have specific attributes such as velocity, hit points, and so on. To tackle this you can create a class that stores the available types of units in the game and the attributes of each unit type. To store the available types of a unit and its attributes, create a static class named UnitTypes. Although you only have one type of each unit in your game one type of player (a soldier), one type of enemy (an alien spider), and one type of weapon the UnitTypes class allows you to add new unit types to the game easily. In the UnitTypes class, first create an enumeration with all the types of players. For each type of player, you need to store its animated model file name, hit points, and velocity, as shown in the following code:
Generating PDF417 In None
Using Barcode creator for Software Control to generate, create PDF 417 image in Software applications.
www.OnBarcode.com
Painting QR In C#.NET
Using Barcode encoder for .NET framework Control to generate, create QR Code ISO/IEC18004 image in .NET framework applications.
www.OnBarcode.com
// Player // ------------------------------------------------------------------public enum PlayerType { Marine } public static string[] PlayerModelFileName = { "PlayerMarine" }; public static int[] PlayerLife = { 100 }; public static float[] PlayerSpeed = { 1.0f };
EAN13 Creation In .NET
Using Barcode drawer for VS .NET Control to generate, create UPC - 13 image in .NET applications.
www.OnBarcode.com
Barcode Generation In .NET Framework
Using Barcode generation for .NET Control to generate, create Barcode image in Visual Studio .NET applications.
www.OnBarcode.com
Next, create an enumeration with all the types of player weapons. For each player weapon, you need to store its animated model file name, its maximum amount of ammunition, and the damage of its shot:
Code128 Creation In Java
Using Barcode creator for Java Control to generate, create Code 128 Code Set B image in Java applications.
www.OnBarcode.com
Create ECC200 In Visual C#
Using Barcode drawer for Visual Studio .NET Control to generate, create Data Matrix image in .NET framework applications.
www.OnBarcode.com
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
Barcode Printer In .NET Framework
Using Barcode printer for ASP.NET Control to generate, create Barcode image in ASP.NET applications.
www.OnBarcode.com
Barcode Creation In Objective-C
Using Barcode generator for iPhone Control to generate, create Barcode image in iPhone applications.
www.OnBarcode.com
// Player Weapons // ------------------------------------------------------------------public enum PlayerWeaponType { MachineGun } public static string[] PlayerWeaponModelFileName = {"WeaponMachineGun"}; public static int[] BulletDamage = { 12 }; public static int[] BulletsCount = { 250 };
Code 128 Code Set B Creation In C#.NET
Using Barcode creator for Visual Studio .NET Control to generate, create USS Code 128 image in VS .NET applications.
www.OnBarcode.com
Code-39 Reader In Java
Using Barcode decoder for Java Control to read, scan read, scan image in Java applications.
www.OnBarcode.com
Finally, you create an enumeration with all the types of enemies, where for each enemy you should store the name of its animated model, hit points, velocity, distance of perception, distance of attack, and damage. The distance of perception is the distance in which the enemy perceives the player and starts to chase him, while the distance of attack is the distance in which the enemy is near enough to attack the player.
// Enemies // ------------------------------------------------------------------public enum EnemyType { Beast } public public public public public public static static static static static static string[] EnemyModelFileName = { "EnemyBeast" }; int[] EnemyLife = { 300 }; float[] EnemySpeed = { 1.0f }; int[] EnemyPerceptionDistance = { 140 }; int[] EnemyAttackDistance = { 25 }; int[] EnemyAttackDamage = { 13 };
Player Weapon
Now you ll create the PlayerWeapon class, which is one of the simplest logic classes in your game. The player s weapon, just as in the TerrainUnit class, is drawn as an animated model. Although the weapon doesn t have any animation, it does have some bones. Each weapon in the game has three bones. The first one is the root bone, which doesn t have any transformation. The second bone is the weapon s butt bone, used to attach the weapon to the player s hand. Last, the third bone is placed at the weapon s muzzle and is used as the start point for the bullet shot. Figure 12-6 illustrates the player s weapon and the weapon s bones.
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
Figure 12-6. Player s weapon and its bones
You begin constructing the PlayerWeapon class by declaring its attributes. The PlayerWeapon class needs to store its weapon type, because you might have some different types of weapons in the game. You ll use the PlayerWeaponType enumeration of the UnitsType class to store the weapon type. The PlayerWeapon also stores other attributes, such as the current and maximum number of bullets, and the bullet damage:
UnitsType.PlayerWeaponType weaponType; int maxBullets; int bulletsCount; int bulletDamage;
In the PlayerWeapon class, you need to store the position and direction in which a bullet exits the weapon (the fire position and direction). You use the fire position and direction to trace the shot ray, used to check whether the bullet hits an object. Finally, you need to declare an AnimatedModel for the weapon:
AnimatedModel weaponModel; Vector3 firePosition; Vector3 targetDirection;
Copyright © OnBarcode.com . All rights reserved.