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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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its direction vector, and the Acos method of the Math class to get the angle between these vectors from its cosine. After calculating the angle between the enemy s heading and direction, you still need to know from which side to rotate the unit clockwise (CW) or counterclockwise (CCW). For example, you can find that the angle between the enemy s heading and direction is 90 degrees, but you still don t know from which side to rotate him. You can find the correct side to rotate the enemy, calculating the cosine of the angle between the enemy s strafe vector which is perpendicular to the heading vector and its direction vector. If the cosine is positive, you need to apply a negative rotation on the enemy, making him rotate clockwise; otherwise, you need to apply a positive rotation, making him rotate counterclockwise. The rotation is set as the enemy s AngularVelocity and is multiplied by the ROTATE_CONSTANT variable.
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Chasing Player
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In the Chasing Player state, the enemy needs to move to the player s current position. You can do this by making the enemy move through the chaseVector vector, which is the direction from the enemy to the player, and is calculated in the enemy s Update method. Following is the code for the ChasePlayer method:
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private void ChasePlayer(GameTime time) { Vector3 direction = chaseVector; direction.Normalize(); Move(direction); }
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Attacking Player
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In the Attacking Player state, the enemy keeps attacking the player successively, causing damage to him. To do that, you can simply execute the ReceiveDamage method of the Player instance and wait for the next time to attack. The attributes that you need to create to handle the Attacking Player state is the delay time in seconds between each attack and the time the enemy could execute a new attack action:
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float nextActionTime;
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Following is the code for the AttackPlayer method:
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private void AttackPlayer(GameTime time) { float elapsedTimeSeconds = (float)time.TotalGameTime.TotalSeconds; if (elapsedTimeSeconds > nextActionTime)
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
{ // Set attacking animation SetAnimation(EnemyAnimations.Bite, false, true, false); // Next attack time player.ReceiveDamage(attackDamage); nextActionTime = elapsedTimeSeconds + ATTACK_DELAY_SECONDS; } }
Finishing the Game Engine
By now you have already created all the game engine classes, helper classes, and almost all the game logic classes. What you have to do now is create a class to control the main game logic, and some classes to store and create the game levels. Besides that, you also need to create the main game class that extends the XNA s Game class. You ll create all these classes in the following sections.
Game Level
Each game level is composed of a fixed set of objects: cameras, lights, a terrain, a skydome, a player, and enemies. For the game levels, create a structure named GameLevel inside the GameLogic namespace. Following is the code for the GameLevel struct:
public struct GameLevel { // Cameras, Lights, Terrain, and Sky public CameraManager CameraManager; public LightManager LightManager; public Terrain Terrain; public SkyDome SkyDome; // Player and Enemies public Player Player; public List<Enemy> EnemyList; }
Creating the Game Levels
In the XNA TPS game, you create the game levels inside the game code, instead of loading them from a file. To do that, create a static class named LevelCreator in the GameLogic
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
namespace. The LevelCreator class is responsible for constructing the game levels and returning a GameLevel structure with the constructed level. First, create an enumeration inside the LevelCreator class enumerating all the available game levels. You ll use this enumeration further to select the game level to be constructed. Initially, this enumeration has only one entry, as follows:
public enum Levels { AlienPlanet }
Next, create a static method named CreateLevel to create the game levels. This method needs to receive an instance of the Game class, because it uses the Game s ContentManager to load the game assets and the Game s ServicesContainer to share some game objects. When the level is created, you add the CameraManager, LightManager, and Terrain to the ServiceContainer of the Game class, sharing these objects with all the scene objects. The CreateLevel method also receives a Levels enumeration containing the desired level to be created. Following is the code for the CreateLevel method:
public static GameLevel CreateLevel(Game game, Levels level) { // Remove all services from the last level game.Services.RemoveService(typeof(CameraManager)); game.Services.RemoveService(typeof(LightManager)); game.Services.RemoveService(typeof(Terrain)); switch (level) { case Levels.AlienPlanet: return CreateAlienPlanetLevel(game); break; default: throw new ArgumentException("Invalid game level"); break; } }
In the beginning of the CreateLevel method you must try to remove any CameraManager, LightManager, or Terrain objects from the game services container, avoiding adding two instances of these objects to the service container. Then, you use a switch to select the desired level to be created.
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