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Every time the player mode is changed, you change the camera used to view him, and when the camera is changed you need to set its IsFirstTimeChase property as true. Next, you use the left analog stick to control the player s angular velocity, the player s waist bone rotation velocity, and the camera s rotation velocity. When the player aims up and down you rotate the camera and the player s waist bone, and when the player aims to the sides (left and right) you rotate the camera and the player. Finally, when the fire button is pressed you first check if the player s weapon has any bullets. In this case, he fires a bullet at the aimed object. Here, you re using the duration time of the fire animation as a delay for the fire action. So, the player can only fire again after the last fire animation has finished. If the player is not in the aim mode, he is in the normal mode. In the normal mode the left analog stick of the gamepad is used to rotate the player to the sides and the camera up and down, while the A and B buttons move the player forward and backward. Also, clicking the left analog stick makes the player jump, as shown in the following code:
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// Normal Mode else { bool isPlayerIdle = true; // Change active camera if needed if (gameLevel.CameraManager.ActiveCamera != followCamera) { // Reset fps camera gameLevel.CameraManager.SetActiveCamera("FollowCamera"); followCamera.IsFirstTimeChase = true; player.RotateWaist = 0.0f; player.RotateWaistVelocity = 0.0f; } followCamera.EyeRotateVelocity = new Vector3(leftThumb.Y * 50, 0, 0); player.AngularVelocity = new Vector3(0, -leftThumb.X * 70, 0); // Run foward if (inputHelper.IsKeyPressed(Buttons.X)) { player.SetAnimation(Player.PlayerAnimations.Run, false, true, false); player.LinearVelocity = player.HeadingVector * 30; isPlayerIdle = false;
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} // Run backward else if (inputHelper.IsKeyPressed(Buttons.A)) { player.SetAnimation(Player.PlayerAnimations.Run, false, true, false); player.LinearVelocity = -player.HeadingVector * 20; isPlayerIdle = false; } else player.LinearVelocity = Vector3.Zero; // Jump if (inputHelper.IsKeyJustPressed(Buttons.LeftStick)) { player.Jump(2.5f); isPlayerIdle = false; } if (isPlayerIdle) player.SetAnimation(Player.PlayerAnimations.Idle, false, true, false); }
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Updating the Weapon Target
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The last method used to update the game is the UpdateWeaponTarget method. In this method you need to check the nearest enemy that the player s weapon is targeting. To do that, you trace a ray starting at the muzzle of the player s weapon, with the same direction as the heading vector of the player s weapon. Then, you check the collision between this ray and the bounding box of each enemy, and store the enemy that is nearest to the player s weapon. Finally, you calculate the position, in world coordinates, that is used to draw the sprite of the weapon s target and store it in the weaponTargetPosition variable. Following is the code for the UpdateWeaponTarget method:
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private void UpdateWeaponTarget() { aimEnemy = null; numEnemiesAlive = 0;
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// Fire ray Ray ray = new Ray(gameLevel.Player.Weapon.FirePosition, gameLevel.Player.Weapon.TargetDirection); // Distance from the ray start position to the terrain float distance = gameLevel.Terrain.Intersects(ray); // Test intersection with enemies foreach (Enemy enemy in gameLevel.EnemyList) { if (!enemy.IsDead) { numEnemiesAlive++; float enemyDistance = enemy.BoxIntersects(ray); if (enemyDistance != null && (distance == null || enemyDistance < distance)) { distance = enemyDistance; aimEnemy = enemy; } } } // Weapon target position weaponTargetPosition = gameLevel.Player.Weapon.FirePosition + gameLevel.Player.Weapon.TargetDirection * 300; }
Drawing the Scene
You overwrite the Draw method of the GameScreen base class to add your drawing code. You can separate the drawing code in two parts, where you first draw the 3-D scene objects, and then the 2-D objects (such as text and sprites). Following is the code to draw the 3-D scene objects:
GraphicsDevice.Clear(Color.Black); BaseCamera activeCamera = gameLevel.CameraManager.ActiveCamera; gameLevel.SkyDome.Draw(gameTime); gameLevel.Terrain.Draw(gameTime); gameLevel.Player.Draw(gameTime);
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