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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: private void ChasePlayer(GameTime time) { Vector3 direction = chaseVector; direction.Normalize(); Move(direction); }
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In the Attacking Player state, the enemy keeps attacking the player character successively, causing damage to him. To make the enemy 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 are the delay time in seconds between each attack and the time at which the enemy can execute a new attack action:
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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float nextActionTime; Following is the code for the AttackPlayer method: private void AttackPlayer(GameTime time) { float elapsedTimeSeconds = (float)time.TotalGameTime.TotalSeconds; if (elapsedTimeSeconds > nextActionTime) { // Set attacking animation SetAnimation(EnemyAnimations.Bite, false, true, false); // Next attack time player.ReceiveDamage(attackDamage); nextActionTime = elapsedTimeSeconds + ATTACK DELAY SECONDS; } }
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At this point, you have created all the game engine classes, helper classes, and almost all the game logic classes. Now you need to create a class to control the main game logic, and some classes to store and create the game levels. You also need to create the main game class that extends the XNA Game class. You ll create all these classes in the following sections.
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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; } 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 namespace. The LevelCreator class is responsible for constructing the game levels and returning a GameLevel structure with the constructed level.
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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. When the level is created, you add the CameraManager, LightManager, and Terrain to this Game class ServiceContainer, allowing these objects to be shared 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. 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: float aspectRate = (float)game.GraphicsDevice.Viewport.Width / game.GraphicsDevice.Viewport.Height;
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