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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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// Load game level gameLevel = LevelCreator.CreateLevel(Game, currentLevel); base.LoadContent(); }
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In the LoadContent method, you first create the SpriteBatch used to draw the game UI. Then, you load the SpriteFont used to write on the screen and the texture for the weapon s target sprite. Finally, you call the CreateLevel method of the LevelCreator class to generate the game level, which you store in the class s gameLevel attribute.
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Game Update
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The game update logic is divided into three methods: Update, UpdateInput, and UpdateWeaponTarget, where the main method called to update the game is the Update method. You use the UpdateInput method to handle the user input, and the UpdateWeaponTarget method to check which enemy the player s weapon is targeting. You create the main update method by overwriting the Update method of the DrawableGameComponent class. In the Update method, you first need to call the UpdateInput method to handle the user input. Then, you call the Update method of all the scene objects that need to be updated. Following is the code for the Update method:
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public override void Update(GameTime gameTime) { // Restart game if the player dies or kill all enemies if (gameLevel.Player.IsDead || numEnemiesAlive == 0) gameLevel = LevelCreator.CreateLevel(Game, currentLevel); UpdateInput(); // Update player gameLevel.Player.Update(gameTime); UpdateWeaponTarget(); // Update camera BaseCamera activeCamera = gameLevel.CameraManager.ActiveCamera; activeCamera.Update(gameTime); // Update light position PointLight cameraLight = gameLevel.LightManager["CameraLight"] as PointLight; cameraLight.Position = activeCamera.Position;
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CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
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// Update scene objects gameLevel.SkyDome.Update(gameTime); gameLevel.Terrain.Update(gameTime); // Update enemies foreach (Enemy enemy in gameLevel.EnemyList) { if (enemy.BoundingSphere.Intersects(activeCamera.Frustum) || enemy.State == Enemy.EnemyState.ChasePlayer || enemy.State == Enemy.EnemyState.AttackPlayer) enemy.Update(gameTime); } base.Update(gameTime); }
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Note that the order in which you update the objects is important. After reading the user input, you need to update the game s player. The player updates his position, the position that the camera uses to chase him, and the position of his weapon. So, after the player has been updated, you can call the UpdateWeaponTarget method to update the enemy that the player s weapon is targeting, and you can also update the camera. After updating the camera, you can update the position of the point light that is placed in the same position as the camera. To do that, you just need to set the light position as the new camera position. Last, you should update the game terrain, sky, and enemies. Note that you don t need to update all the enemies in the scene; you can update only the visible enemies or the ones that are chasing or attacking the player.
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To handle the user input and the player controls, you create a separate method named UpdateInput. Inside the UpdateInput method, you handle each player action as described in the section Gameplay in the beginning of this chapter. The player has two different types of controls: the normal player controls, and the aim mode controls. While the user holds the left shoulder button of the gamepad, the player is in the aim mode and cannot move. In the aim mode, the left analog stick of the gamepad is used to move the player s weapon target and the A button is used to fire. The following code handles the player controls while in the aim mode:
CHAPTER 12 s CREATING A THIRD-PERSON SHOOTER GAME
ThirdPersonCamera fpsCamera = gameLevel.CameraManager[ "FPSCamera"] as ThirdPersonCamera; ThirdPersonCamera followCamera = gameLevel.CameraManager[ "FollowCamera"] as ThirdPersonCamera; Player player = gameLevel.Player; Vector2 leftThumb = inputHelper.GetLeftThumbStick(); // Aim Mode if (inputHelper.IsKeyPressed(Buttons.LeftShoulder)&& player.IsOnTerrain) { // Change active camera if needed if (gameLevel.CameraManager.ActiveCamera != fpsCamera) { gameLevel.CameraManager.SetActiveCamera("FPSCamera"); fpsCamera.IsFirstTimeChase = true; player.SetAnimation(Player.PlayerAnimations.Aim, false, false, false); } // Rotate the camera and move the player's weapon target fpsCamera.EyeRotateVelocity = new Vector3(leftThumb.Y * 50, 0, 0); player.LinearVelocity = Vector3.Zero; player.AngularVelocity = new Vector3(0, -leftThumb.X * 70, 0); player.RotateWaistVelocity = leftThumb.Y * 0.8f; // Fire if (inputHelper.IsKeyJustPressed(Buttons.A) && player.Weapon.BulletsCount > 0) { // Wait for the last shoot animation to finish if (player.AnimatedModel.IsAnimationFinished) { player.SetAnimation(Player.PlayerAnimations.Shoot, true, false, false); // Damage the enemy player.Weapon.BulletsCount--; if (aimEnemy != null) aimEnemy.ReceiveDamage( player.Weapon.BulletDamage);
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