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Creating the Player Weapon
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The PlayerWeapon class extends the DrawableGameComponent class. So, the PlayerWeapon constructor receives a Game (needed by its base class constructor) and a PlayerWeaponType as the constructor parameters. You use the PlayerWeaponType parameter to define which type of weapon you want to create. Inside the class constructor, the weapon s attributes are queried from the UnitTypes class, according to its weapon type. Following is the constructor code for the PlayerWeapon class:
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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public PlayerWeapon(Game game, UnitTypes.PlayerWeaponType weaponType) : base(game) { this.weaponType = weaponType; // Weapon configuration bulletDamage = UnitTypes.BulletDamage[(int)weaponType]; bulletsCount = UnitTypes.BulletsCount[(int)weaponType]; maxBullets = bulletsCount; }
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Loading the Player Weapon
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You can override the LoadContent method of the PlayerWeapon base class to load the weapon s animated model. You get the file name of the weapon s animated model from the UnitTypes class. Following is the code for the LoadContent method:
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protected override void LoadContent() { // Load weapon model weaponModel = new AnimatedModel(Game); weaponModel.Initialize(); weaponModel.Load(PlayerWeaponModelFileName[(int)weaponType]); base.LoadContent(); }
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Updating the Weapon
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To update the weapon, you create a new Update method, which receives a GameTime and a Matrix. You use the GameTime to retrieve the elapsed time since the last update, and the Matrix class to update the weapon model according to a parent bone. The weapon s parent bone is the player s hand bone. In this case, the weapon is translated and rotated to the player s hand. You update the weapon by calling the Update method of its animated model and passing the received GameTime and parent Matrix. After updating the weapon s animated model, the weapon s fire position which is the position of its third bone, shown in Figure 12-6 is stored in the firePosition attribute. Following is the code for the Update method:
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public void Update(GameTime time, Matrix parentBone) { weaponModel.Update(time, parentBone);
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
firePosition = BonesAbsolute[WEAPON_AIM_BONE].Translation; }
Finally, to draw the weapon you just need to call the Draw method of its AnimatedModel.
Player
In this section you ll create the Player class, which has the player s attributes and logic. The Player class extends and adds some functionalities to the TerrainUnit class. Figure 12-7 shows the marine model used as the game player.
Figure 12-7. A marine model. Courtesy of Carlos Augusto (http://www.floatbox.com.br).
In the Player class, you first store the type of player you re creating, because you might have some different types of players in the game. You also store the player s weapon, because it is updated according to the player. For example, the player s weapon is always positioned in the player s right hand.
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
// Player type UnitTypes.PlayerType playerType; // Player weapon PlayerWeapon playerWeapon;
Next, declare two attributes to store and control the transformations made over the waist bone of the player s animated model. You can use this transformation to rotate the player s torso around his waist:
// Waist bone float rotateWaistBone; float rotateWaistBoneVelocity;
Updating the Camera s Chase Position
The camera s default chase position is the center of the unit s bounding sphere. In this way, the camera is always focusing on the center of the player s model. You can make the camera focus on other parts of the player, such as his upper body, by changing the camera s chase position through an offset vector. Figure 12-8 illustrates the offset vectors used to modify the camera s chase position.
Figure 12-8. Changing the camera s default chase position using the player s chase vector
To change the camera s chase position, add a new attribute of type Vector3[] to the Player class, and name it chaseOffsetPosition. This attribute stores an offset vector for each camera in the scene:
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
// Camera chase position Vector3[] chaseOffsetPosition;
Note that you need to manually set the camera offset vectors for the player when he is created. When the player is updated, he needs to update the position and direction in which the camera chases him. To do that, create the UpdateChasePosition method inside the Player class. You can update the camera s chase position by setting it to the center of the player s bounding sphere summed to the camera s offset, which is stored in the player s chaseOffsetPosition attribute. And you can update the camera s chase direction by setting it as the player s heading vector. Note that the camera offset vector is oriented according to the player s orientation vectors (headingVec, strafeVec, and upVec vectors), not the world axes. Following is the code for the UpdateChasePosition method:
private void UpdateChasePosition() { ThirdPersonCamera camera = cameraManager.ActiveCamera as ThirdPersonCamera; if (camera != null) { // Get camera offset position for the active camera Vector3 cameraOffset = chaseOffsetPosition[cameraManager.ActiveCameraIndex]; // Get the model center Vector3 center = BoundingSphere.Center; // Calculate chase position and direction camera.ChasePosition = center + cameraOffset.X * StrafeVector + cameraOffset.Y * UpVector + cameraOffset.Z * HeadingVector; camera.ChaseDirection = HeadingVector; } }
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