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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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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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Attaching a Weapon to the Player
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To be able to attach a weapon to the player, create the AttachWeapon method. This method receives the type of weapon to be attached as a parameter. Inside the AttachWeapon method, create and initialize a new PlayerWeapon for the player. Following is the code for the AttachWeapon method: public void AttachWeapon(EntityTypes.PlayerWeaponType weaponType) { playerWeapon = new PlayerWeapon(Game, weaponType); playerWeapon.Initialize(); }
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Aiming Objects
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Since the player should be able to aim anywhere in the scenery, the player must be able to move his weapon s aim to the sides and also up and down. The player s weapon is connected to the player character through a bone in the weapon and a bone in the player character s right hand. You can make the player aim to the sides by rotating the player character around his y (up) axis, but you can t make the player aim up and down by rotating the player character around his x (right) axis, because that would visually detach the player model s feet from the floor. To solve this, instead of rotating the entire player model, you rotate only the player model s upper body around his waist bone. Figure 13-9 illustrates the rotation being applied over the waist bone of the player.
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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Figure 13-9. Rotating the waist bone of the player s model You use the rotateWaistBone and rotateWaistBoneVelocity attributes of the Player class to apply a rotation over the player character s waist bone (see 12 for details on this technique). The rotateWaistBone attribute stores the current waist bone rotation, and the rotateWaistBoneVelocity attribute stores the velocity in which the waist bone is currently being rotated. You can modify the rotateWaistBoneVelocity through the player s RotateWaistVelocity property. To update the player s waist bone s rotation, you create the UpdateWaistBone method with the following code: static float MAX WAIST BONE ROTATE = 0.50f; static int WAIST BONE ID = 2; public float RotateWaistVelocity { get { return rotateWaistBoneVelocity; } set { rotateWaistBoneVelocity = value; } } private void UpdateWaistBone(float elapsedTimeSeconds) { if (rotateWaistBoneVelocity != 0.0f) { rotateWaistBone += rotateWaistBoneVelocity * elapsedTimeSeconds; rotateWaistBone = MathHelper.Clamp(rotateWaistBone, -MAX WAIST BONE ROTATE, MAX WAIST BONE ROTATE);
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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// Rotate waist bone Matrix rotate = Matrix.CreateRotationZ(rotateWaistBone); AnimatedModel.BonesTransform[WAIST BONE ID] = rotate; } } Note that you re clamping the rotateWaistBone value to a range between -MAX WAIST BONE ROTATE and MAX WAIST BONE ROTATE. The index of the player character s waist bone is stored in the WAIST BONE ID attribute, and the waist bone is rotated around its z axis.
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Updating the Player
To update the player, you ll override the Update method of the player s base class (TerrainUnit). In the Update method, you first update the transformation of the player s waist bone. Then you can call the Update method of its base class, which updates the player s position and animated model. You must call the Update method of the player s base class after the player s waist bone has been transformed, to let the current animation take the new waist bone configuration into account. After that, you need to call the UpdateChasePosition method to update the camera s chase position and direction, and finally update the player s weapon. You update the player s weapon by calling the weapon s Update method and passing the player s right hand bone as the weapon s parent bone. In this way, the weapon is updated according to the player s right hand. You also need to set the weapon s target direction as the player s front direction (as illustrated in Figure 13-9). Note that you need to transform the player s right hand bone by the player s transformation matrix before using it to update the player s weapon. Following is the code for the player s Update methods: public override void Update(GameTime time) { // Update the player's waist bone float elapsedTimeSeconds = (float)time.ElapsedGameTime.TotalSeconds; UpdateWaistBone(elapsedTimeSeconds); // Update player's base class // It's where the player's position and animated model are updated base.Update(time); // Update camera chase position UpdateChasePosition(); // Update player weapon Matrix transformedHand = AnimatedModel.BonesAnimation[RIGHT HAND BONE ID] * Transformation.Matrix; playerWeapon.Update(time, transformedHand); playerWeapon.TargetDirection = HeadingVector + UpVector * rotateWaistBone; }
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