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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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The first level of the XNA TPS game is called AlienPlanet. Create the CreateAlienPlanetLevel method to construct this level. Inside the CreateAlienPlanetLevel method, first create the game cameras:
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float aspectRate = (float)game.GraphicsDevice.Viewport.Width / game.GraphicsDevice.Viewport.Height; // Create the game cameras ThirdPersonCamera followCamera = new ThirdPersonCamera(); followCamera.SetPerspectiveFov(60.0f, aspectRate, 0.1f, 2000); followCamera.SetChaseParameters(3.0f, 9.0f, 7.0f, 14.0f); ThirdPersonCamera fpsCamera = new ThirdPersonCamera(); fpsCamera.SetPerspectiveFov(45.0f, aspectRate, 0.1f, 2000); fpsCamera.SetChaseParameters(5.0f, 6.0f, 6.0f, 6.0f); // Create the camera manager and add the game cameras gameLevel.CameraManager = new CameraManager(); gameLevel.CameraManager.Add("FollowCamera", followCamera); gameLevel.CameraManager.Add("FPSCamera", fpsCamera); // Add the camera manager to the service container game.Services.AddService(typeof(CameraManager), gameLevel.CameraManager);
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You need to create two different game cameras, where each camera is of the type
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ThirdPersonCamera. The first camera, named FollowPlayer, is used to follow the player, and
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the second camera, named FPSCamera, is used while the player is in the aim mode. You need to add both cameras to the CameraManager of the GameLevel structure, and the CameraManager needs to be added to the Game s ServiceContainer. Next, create the game lights:
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// Create the light manager gameLevel.LightManager = new LightManager(); gameLevel.LightManager.AmbientLightColor = new Vector3(0.1f); // Create the game lights and add them to the light manager gameLevel.LightManager.Add("MainLight", new PointLight(new Vector3(10000, 10000, 10000), new Vector3(0.2f))); gameLevel.LightManager.Add("CameraLight", new PointLight(Vector3.Zero, Vector3.One));
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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// Add the light manager to the service container game.Services.AddService(typeof(LightManager), gameLevel.LightManager);
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The game level has two lights: a main light positioned at (10000, 10000, 10000), which barely illuminates the scene, and a camera light positioned at the camera position, which highly illuminates the scene. You add these lights to the LightManager, which is also added to the game services container. After creating the camera and lights, you should now create the game s terrain and its material:
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// Create the terrain gameLevel.Terrain = new Terrain(game); gameLevel.Terrain.Initialize(); gameLevel.Terrain.Load("Terrain1", 128, 128, 12.0f, 1.0f); // Create the terrain material and add it to the terrain TerrainMaterial terrainMaterial = new TerrainMaterial(); terrainMaterial.LightMaterial = new LightMaterial( new Vector3(0.8f), new Vector3(0.3f), 32.0f); terrainMaterial.DiffuseTexture1 = GetTextureMaterial( game, "Terrain1", new Vector2(40, 40)); terrainMaterial.DiffuseTexture2 = GetTextureMaterial( game, "Terrain2", new Vector2(25, 25)); terrainMaterial.DiffuseTexture3 = GetTextureMaterial( game, "Terrain3", new Vector2(15, 15)); terrainMaterial.DiffuseTexture4 = GetTextureMaterial( game, "Terrain4", Vector2.One); terrainMaterial.AlphaMapTexture = GetTextureMaterial( game, "AlphaMap", Vector2.One); terrainMaterial.NormalMapTexture = GetTextureMaterial( game, "Rockbump", new Vector2(128, 128)); gameLevel.Terrain.Material = terrainMaterial; // Add the terrain to the service container game.Services.AddService(typeof(Terrain), gameLevel.Terrain);
The terrain material is composed of a LightMaterial and some TextureMaterial. After creating the terrain material, you need to set it into the terrain, and you also need to add the terrain to the game services container. In the preceding code you re using the GetTextureMaterial method to ease the creation of the TextureMaterial. The code for the GetTextureMaterial follows:
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
private static TextureMaterial GetTextureMaterial(Game game, string textureFilename, Vector2 tile) { Texture2D texture = game.Content.Load<Texture2D>( GameAssetsPath.TEXTURES_PATH + textureFilename); return new TextureMaterial(texture, tile); }
Now, you create the game s sky:
// Create the sky gameLevel.SkyDome = new SkyDome(game); gameLevel.SkyDome.Initialize(); gameLevel.SkyDome.Load("SkyDome"); gameLevel.SkyDome.TextureMaterial = GetTextureMaterial( game, "SkyDome", Vector2.One);
The game s sky also has a TextureMaterial that you can create through the GetTextureMaterial method. Last, you need to create the game s logic objects, which are the player and the enemies. The code used to create the player follows:
// Create the player gameLevel.Player = new Player(game, UnitTypes.PlayerType.Marine); gameLevel.Player.Initialize(); gameLevel.Player.Transformation = new Transformation( new Vector3(-210, 0, 10), new Vector3(0, 70, 0), Vector3.One); gameLevel.Player.AttachWeapon(UnitTypes.PlayerWeaponType.MachineGun); // Player chase camera offsets gameLevel.Player.ChaseOffsetPosition = new Vector3[2]; gameLevel.Player.ChaseOffsetPosition[0] = new Vector3(3.0f, 5.0f, 0.0f); gameLevel.Player.ChaseOffsetPosition[1] = new Vector3(3.0f, 4.0f, 0.0f);
After creating the player, you can set his initial position and rotation, modifying his transformation. To add a weapon to the player, you use AttachWeapon method. You can also change the default camera s chase position, creating an offset vector in the player for each game camera. Now it s time to create the game s enemies. Because the game level usually has many enemies, create a method named ScatterEnemies, to create the enemies and scatter them through the map:
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