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How-To Tutorials - 2D Game Development

64 Articles
article-image-whats-your-input
Packt
20 Aug 2014
7 min read
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What's Your Input?

Packt
20 Aug 2014
7 min read
This article by Venita Pereira, the author of the book Learning Unity 2D Game Development by Example, teaches us all about the various input types and states of a game. We will then go on to learn how to create buttons and the game controls by using code snippets for input detection. "Computers are finite machines; when given the same input, they always produce the same output." – Greg M. Perry, Sams Teach Yourself Beginning Programming in 24 Hours (For more resources related to this topic, see here.) Overview The list of topics that will be covered in this article is as follows: Input versus output Input types Output types Input Manager Input detection Buttons Game controls Input versus output We will be looking at exactly what both input and output in games entail. We will look at their functions, importance, and differentiations. Input in games Input may not seem a very important part of a game at first glance, but in fact it is very important, as input in games involves how the player will interact with the game. All the controls in our game, such as moving, special abilities, and so forth, depend on what controls and game mechanics we would like in our game and the way we would like them to function. Most games have the standard control setup of moving your character. This is to help usability, because if players are already familiar with the controls, then the game is more accessible to a much wider audience. This is particularly noticeable with games of the same genre and platform. For instance, endless runner games usually make use of the tilt mechanic which is made possible by the features of the mobile device. However, there are variations and additions to the pre-existing control mechanics; for example, many other endless runners make use of the simple swipe mechanic, and there are those that make use of both. When designing our games, we can be creative and unique with our controls, thereby innovating a game, but the controls still need to be intuitive for our target players. When first designing our game, we need to know who our target audience of players includes. If we would like our game to be played by young children, for instance, then we need to ensure that they are able to understand, learn, and remember the controls. Otherwise, instead of enjoying the game, they will get frustrated and stop playing it entirely. As an example, a young player may hold a touchscreen device with their fingers over the screen, thereby preventing the input from working correctly depending on whether the game was first designed to take this into account and support this. Different audiences of players interact with a game differently. Likewise, if a player is more familiar with the controls on a specific device, then they may struggle with different controls. It is important to create prototypes to test the input controls of a game thoroughly. Developing a well-designed input system that supports usability and accessibility will make our game more immersive. Output in games Output is the direct opposite of input; it provides the necessary information to the player. However, output is just as essential to a game as input. It provides feedback to the player, letting them know how they are doing. Output lets the player know whether they have done an action correctly or they have done something wrong, how they have performed, and their progression in the form of goals/missions/objectives. Without feedback, a player would feel lost. The player would potentially see the game as being unclear, buggy, or even broken. For certain types of games, output forms the heart of the game. The input in a game gets processed by the game to provide some form of output, which then provides feedback to the player, helping them learn from their actions. This is the cycle of the game's input-output system. The following diagram represents the cycle of input and output: Input types There are many different input types that we can utilize in our games. These various input types can form part of the exciting features that our games have to offer. The following image displays the different input types: The most widely used input types in games include the following: Keyboard: Key presses from a keyboard are supported by Unity and can be used as input controls in PC games as well as games on any other device that supports a keyboard. Mouse: Mouse clicks, motion (of the mouse), and coordinates are all inputs that are supported by Unity. Game controller: This is an input device that generally includes buttons (including shoulder and trigger buttons), a directional pad, and analog sticks. The game controller input is supported by Unity. Joystick: A joystick has a stick that pivots on a base that provides movement input in the form of direction and angle. It also has a trigger, throttle, and extra buttons. It is commonly used in flight simulation games to simulate the control device in an aircraft's cockpit and other simulation games that simulate controlling machines, such as trucks and cranes. Modern game controllers make use of a variation of joysticks known as analog sticks and are therefore treated as the same class of input device as joysticks by Unity. Joystick input is supported by Unity. Microphone: This provides audio input commands for a game. Unity supports basic microphone input. For greater fidelity, a third-party audio recognition tool would be required. Camera: This provides visual input for a game using image recognition. Unity has webcam support to access RGB data, and for more advanced features, third-party tools would be required. Touchscreen: This provides multiple touch inputs from the player's finger presses on the device's screen. This is supported by Unity. Accelerometer: This provides the proper acceleration force at which the device is moved and is supported by Unity. Gyroscope: This provides the orientation of the device as input and is supported by Unity. GPS: This provides the geographical location of the device as input and is supported by Unity. Stylus: Stylus input is similar to touchscreen input in that you use a stylus to interact with the screen; however, it provides greater precision. The latest version of Unity supports the Android stylus. Motion controller: This provides the player's motions as input. Unity does not support this, and therefore, third-party tools would be required. Output types The main output types in games are as follows: Visual output Audio output Controller vibration Unity supports all three. Visual output The Head-Up Display (HUD) is the gaming term for the game's Graphical User Interface (GUI) that provides all the essential information as visual output to the player as well as feedback and progress to the player as shown in the following image: HUD, viewed June 22, 2014, http://opengameart.org/content/golden-ui Other visual output includes images, animations, particle effects, and transitions. Audio Audio is what can be heard through an audio output, such as a speaker, to provide feedback that supports and emphasizes the visual output and, therefore, increases immersion. The following image displays a speaker: Speaker, viewed June 22, 2014, http://pixabay.com/en/loudspeaker-speakers-sound-music-146583/ Controller vibration Controller vibration provides feedback for instances where the player collides with an object or environmental feedback for earthquakes to provide even more immersion as in the following image: Having a game that is designed to provide output meaningfully not only makes it clearer and more enjoyable, but can truly bring the world to life, making it truly engaging for the player.
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Packt
18 Aug 2014
10 min read
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Moving the Space Pod Using Touch

Packt
18 Aug 2014
10 min read
Moving the Space Pod Using Touch This article written by, Frahaan Hussain, Arutosh Gurung, and Gareth Jones, authors of the book Cocos2d-x Game Development Essentials, will cover how to set up touch events within our game. So far, the game has had no user interaction from a gameplay perspective. This article will rectify this by adding touch controls in order to move the space pod and avoid the asteroids. (For more resources related to this topic, see here.) The topics that will be covered in this article are as follows: Implementing touch Single-touch Multi-touch Using touch locations Moving the spaceship when touching the screen There are two main routes to detect touch provided by Cocos2d-x: Single-touch: This method detects a single-touch event at any given time, which is what will be implemented in the game as it is sufficient for most gaming circumstances Multi-touch: This method provides the functionality that detects multiple touches simultaneously; this is great for pinching and zooming; for example, the Angry Birds game uses this technique Though a single-touch will be the approach that the game will incorporate, multi-touch will also be covered in this article so that you are aware of how to use this in future games. The general process for setting up touches The general process of setting up touch events, be it single or multi-touch, is as follows: Declare the touch functions. Declare a listener to listen for touch events. Assign touch functions to appropriate touch events as follows: When the touch has begun When the touch has moved When the touch has ended Implement touch functions. Add appropriate game logic/code for when touch events have occurred. Single-touch events Single-touch events can be detected at any given time, and for many games this is sufficient as it is for this game. Follow these steps to implement single-touch events into a scene: Declare touch functions in the GameScene.h file as follows: bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event * event); void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event * event); void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event * event); void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event * event); This is what the GameScene.h file will look like: The previous functions do the following: The onTouchBegan function detects when a single-touch has occurred, and it returns a Boolean value. This should be true if the event is swallowed by the node and false indicates that it will keep on propagating. The onTouchMoved function detects when the touch moves. The onTouchEnded function detects when the touch event has ended, essentially when the user has lifted up their finger. The onTouchCancelled function detects when a touch event has ended but not by the user; for example, a system alert. The general practice is to call the onTouchEnded method to run the same code, as it can be considered the same event for most games. Declare a Boolean variable in the GameScene.h file, which will be true if the screen is being touched and false if it isn't, and also declare a float variable to keep track of the position being touched: bool isTouching;float touchPosition; This is how it will look in the GameScene.h file: Add the following code in the init() method of GameScene.cpp: auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(GameScreen::onTouchBegan, this); listener->onTouchMoved = CC_CALLBACK_2(GameScreen::onTouchMoved, this); listener->onTouchEnded = CC_CALLBACK_2(GameScreen::onTouchEnded, this); listener->onTouchCancelled = CC_CALLBACK_2(GameScreen::onTouchCancelled, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); isTouching = false; touchPosition = 0; This is how it will look in the GameScene.cpp file: There is quite a lot of new code in the previous code snippet, so let's run through it line by line: The first statement declares and initializes a listener for a single-touch The second statement prevents layers underneath from where the touch occurred by detecting the touches The third statement assigns our onTouchBegan method to the onTouchBegan listener The fourth statement assigns our onTouchMoved method to the onTouchMoved listener The fifth statement assigns our onTouchEnded method to the onTouchEnded listener The sixth statement assigns our onTouchCancelled method to the onTouchCancelled listener The seventh statement sets the touch listener to the event dispatcher so the events can be detected The eighth statement sets the isTouching variable to false as the player won't be touching the screen initially when the game starts The final statement initializes the touchPosition variable to 0 Implement the touch functions inside the GameScene.cpp file: bool GameScreen::onTouchBegan(cocos2d::Touch *touch,cocos2d::Event * event){isTouching = true;touchPosition = touch->getLocation().x;return true;}void GameScreen::onTouchMoved(cocos2d::Touch *touch,cocos2d::Event * event){// not used for this game}void GameScreen::onTouchEnded(cocos2d::Touch *touch,cocos2d::Event * event){isTouching = false;}void GameScreen::onTouchCancelled(cocos2d::Touch *touch,cocos2d::Event * event){onTouchEnded(touch, event);} The following is what the GameScene.cpp file will look like: Let's go over the touch functions that have been implemented previously: The onTouchBegan method will set the isTouching variable to true as the user is now touching the screen and is storing the starting touch position The onTouchMoved function isn't used in this game but it has been implemented so that you are aware of the steps for implementing it (as an extra task, you can implement touch movement so that if the user moves his/her finger from one side to another direction, the space pod gets changed) The onTouchEnded method will set the isTouching variable to false as the user is no longer touching the screen The onTouchCancelled method will call the onTouchEnded method as a touch event has essentially ended If the game were to be run, the space pod wouldn't move as the movement code hasn't been implemented yet. It will be implemented within the update() method to move left when the user touches in the left half of the screen and move right when user touches in the right half of the screen. Add the following code at the end of the update() method: // check if the screen is being touchedif (true == isTouching){// check which half of the screen is being touchedif (touchPosition < visibleSize.width / 2){// move the space pod leftplayerSprite->setPosition().x(playerSprite->getPosition().x - (0.50 * visibleSize.width * dt));// check to prevent the space pod from going offthe screen (left side)if (playerSprite->getPosition().x <= 0 +(playerSprite->getContentSize().width / 2)){playerSprite->setPositionX(playerSprite->getContentSize().width / 2);}}else{// move the space pod rightplayerSprite->setPosition().x(playerSprite->getPosition().x + (0.50 * visibleSize.width * dt));// check to prevent the space pod from going off thescreen (right side)if (playerSprite->getPosition().x >=visibleSize.width - (playerSprite->getContentSize().width / 2)){playerSprite->setPositionX(visibleSize.width -(playerSprite->getContentSize().width / 2));}}} The following is how this will look after adding the code: The preceding code performs the following steps: Checks whether the screen is being touched. Checks which side of the screen is being touched. Moves the player left or right. Checks whether the player is going off the screen and if so, stops him/her from moving. Repeats the process until the screen is no longer being touched. This section covered how to set up single-touch events and implement them within the game to be able to move the space pod left and right. Multi-touch events Multi-touch is set up in a similar manner of declaring the functions and creating a listener to actively listen out for touch events. Follow these steps to implement multi-touch into a scene: Firstly, the multi-touch feature needs to be enabled in the AppController.mm file, which is located within the ios folder. To do so, add the following code line below the viewController.view = eaglView; line: [eaglView setMultipleTouchEnabled: YES]; The following is what the AppController.mm file will look like: Declare the touch functions within the game scene header file (the functions do the same thing as the single-touch equivalents but enable multiple touches that can be detected simultaneously): void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void onTouchesMoved(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void onTouchesEnded(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void onTouchesCancelled(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); The following is what the header file will look like: Add the following code in the init() method of the scene.cpp file to listen to the multi-touch events that will use the EventListenerTouchAllAtOnce class, which allows multiple touches to be detected at once: auto listener = EventListenerTouchAllAtOnce::create();listener->onTouchesBegan = CC_CALLBACK_2(GameScreen::onTouchesBegan, this);listener->onTouchesMoved = CC_CALLBACK_2(GameScreen::onTouchesMoved, this);listener->onTouchesEnded = CC_CALLBACK_2(GameScreen::onTouchesEnded, this);listener->onTouchesCancelled = CC_CALLBACK_2(GameScreen::onTouchesCancelled, this);this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); The following is how this will look: Implement the following multi-touch functions inside the scene.cpp: void GameScreen::onTouchesBegan(const std:: vector<cocos2d::Touch *> &touches, cocos2d::Event *event) { CCLOG("Multi-touch BEGAN"); } void GameScreen::onTouchesMoved(const std:: vector<cocos2d::Touch *> &touches, cocos2d::Event *event) { for (int i = 0; i < touches.size(); i++) { CCLOG("Touch %i: %f", i, touches[i]- >getLocation().x); } } void GameScreen::onTouchesEnded(const std:: vector<cocos2d::Touch *> &touches, cocos2d::Event *event) { CCLOG("MULTI TOUCHES HAVE ENDED"); } Moving the Space Pod Using Touch [ 92 ] void GameScreen::onTouchesCancelled(const std:: vector<cocos2d::Touch *> &touches, cocos2d::Event *event) { CCLOG("MULTI TOUCHES HAVE BEEN CANCELLED"); } The following is how this will look: The multi-touch functions just print out a log, stating that they have occurred, but when touches are moved, their respective x positions are logged. This section covered how to implement core foundations for multi-touch events so that they can be used for features such as zooming (for example, zooming into a scene in the Clash Of Clans game) and panning. Multi-touch wasn't incorporated within the game as it wasn't needed, but this section is a good starting point to implement it in future games. Summary This article covered how to set up touch listeners to detect touch events for single-touch and multi-touch. We incorporated single-touch within the game to be able to move the space pod left or right, depending on which half of the screen was being touched. Multi-touch wasn't used as the game didn't require it, but its implementation was shown so that it can be used for future projects. Resources for Article: Further resources on this subject: Cocos2d: Uses of Box2D Physics Engine [article] Cocos2d-x: Installation [article] Thumping Moles for Fun [article]
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Packt
07 Jul 2014
12 min read
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HTML5 Game Development – A Ball-shooting Machine with Physics Engine

Packt
07 Jul 2014
12 min read
(For more resources related to this topic, see here.) Mission briefing In this article, we focus on the physics engine. We will build a basketball court where the player needs to shoot the ball in to the hoop. A player shoots the ball by keeping the mouse button pressed and releasing it. The direction is visualized by an arrow and the power is proportional to the duration of the mouse press and hold event. There are obstacles present between the ball and the hoop. The player either avoids the obstacles or makes use of them to put the ball into the hoop. Finally, we use CreateJS to visualize the physics world into the canvas. You may visit http://makzan.net/html5-games/ball-shooting-machine/ to play a dummy game in order to have a better understanding of what we will be building throughout this article. The following screenshot shows a player shooting the ball towards the hoop, with a power indicator: Why is it awesome? When we build games without a physics engine, we create our own game loop and reposition each game object in every frame. For instance, if we move a character to the right, we manage the position and movement speed ourselves. Imagine that we are coding a ball-throwing logic now. We need to keep track of several variables. We have to calculate the x and y velocity based on the time and force applied. We also need to take the gravity into account; not to mention the different angles and materials we need to consider while calculating the bounce between the two objects. Now, let's think of a physical world. We just defined how objects interact and all the collisions that happen automatically. It is similar to a real-world game; we focus on defining the rule and the world will handle everything else. Take basketball as an example. We define the height of the hoop, size of the ball, and distance of the three-point line. Then, the players just need to throw the ball. We never worry about the flying parabola and the bouncing on the board. Our space takes care of them by using the physics laws. This is exactly what happens in the simulated physics world; it allows us to apply the physics properties to game objects. The objects are affected by the gravity and we can apply forces to them, making them collide with each other. With the help of the physics engine, we can focus on defining the game-play rules and the relationship between the objects. Without the need to worry about collision and movement, we can save time to explore different game plays. We then elaborate and develop the setup further, as we like, among the prototypes. We define the position of the hoop and the ball. Then, we apply an impulse force to the ball in the x and y dimensions. The engine will handle all the things in between. Finally, we get an event trigger if the ball passes through the hoop. It is worth noting that some blockbuster games are also made with a physics engine. This includes games such as Angry Birds, Cut the Rope, and Where's My Water. Your Hotshot objectives We will divide the article into the following eight tasks: Creating the simulated physics world Shooting a ball Handling collision detection Defining levels Launching a bar with power Adding a cross obstacle Visualizing graphics Choosing a level Mission checklist We create a project folder that contains the index.html file and the scripts and styles folders. Inside the scripts folder, we create three files: physics.js, view.js, and game.js. The physics.js file is the most important file in this article. It contains all the logic related to the physics world including creating level objects, spawning dynamic balls, applying force to the objects, and handling collision. The view.js file is a helper for the view logic including the scoreboard and the ball-shooting indicator. The game.js file, as usual, is the entry point of the game. It also manages the levels and coordinates between the physics world and view. Preparing the vendor files We also need a vendors folder that holds the third-party libraries. This includes the CreateJS suite—EaselJS, MovieClip, TweenJS, PreloadJS—and Box2D. Box2D is the physics engine that we are going to use in this article. We need to download the engine code from https://code.google.com/p/box2dweb/. It is a port version from ActionScript to JavaScript. We need the Box2dWeb-2.1.a.3.min.js file or its nonminified version for debugging. We put this file in the vendors folder. Box2D is an open source physics-simulation engine that was created by Erin Catto. It was originally written in C++. Later, it was ported to ActionScript because of the popularity of Flash games, and then it was ported to JavaScript. There are different versions of ports. The one we are using is called Box2DWeb, which was ported from ActionScript's version Box2D 2.1. Using an old version may cause issues. Also, it will be difficult to find help online because most developers have switched to 2.1. Creating a simulated physics world Our first task is to create a simulated physics world and put two objects inside it. Prepare for lift off In the index.html file, the core part is the game section. We have two canvas elements in this game. The debug-canvas element is for the Box2D engine and canvas is for the CreateJS library: <section id="game" class="row"> <canvas id="debug-canvas" width="480" height="360"></canvas> <canvas id="canvas" width="480" height="360"></canvas> </section> We prepare a dedicated file for all the physics-related logic. We prepare the physics.js file with the following code: ;(function(game, cjs, b2d){ // code here later }).call(this, game, createjs, Box2D); Engage thrusters The following steps create the physics world as the foundation of the game: The Box2D classes are put in different modules. We will need to reference some common classes as we go along. We use the following code to create an alias for these Box2D classes: // alias var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2AABB = Box2D.Collision.b2AABB , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2Fixture = Box2D.Dynamics.b2Fixture , b2World = Box2D.Dynamics.b2World , b2MassData = Box2D.Collision.Shapes.b2MassData , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2DebugDraw = Box2D.Dynamics.b2DebugDraw , b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef , b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef ; We prepare a variable that states how many pixels define 1 meter in the physics world. We also define a Boolean to determine if we need to draw the debug draw: var pxPerMeter = 30; // 30 pixels = 1 meter. Box3D uses meters and we use pixels. var shouldDrawDebug = false; All the physics methods will be put into the game.physics object. We create this literal object before we code our logics: var physics = game.physics = {}; The first method in the physics object creates the world: physics.createWorld = function() { var gravity = new b2Vec2(0, 9.8); this.world = new b2World(gravity, /*allow sleep= */ true); // create two temoporary bodies var bodyDef = new b2BodyDef; var fixDef = new b2FixtureDef; bodyDef.type = b2Body.b2_staticBody; bodyDef.position.x = 100/pxPerMeter; bodyDef.position.y = 100/pxPerMeter; fixDef.shape = new b2PolygonShape(); fixDef.shape.SetAsBox(20/pxPerMeter, 20/pxPerMeter); this.world.CreateBody(bodyDef).CreateFixture(fixDef); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.x = 200/pxPerMeter; bodyDef.position.y = 100/pxPerMeter; this.world.CreateBody(bodyDef).CreateFixture(fixDef); // end of temporary code } The update method is the game loop's tick event for the physics engine. It calculates the world step and refreshes debug draw. The world step upgrades the physics world. We'll discuss it later: physics.update = function() { this.world.Step(1/60, 10, 10); if (shouldDrawDebug) { this.world.DrawDebugData(); } this.world.ClearForces(); }; Before we can refresh the debug draw, we need to set it up. We pass a canvas reference to the Box2D debug draw instance and configure the drawing settings: physics.showDebugDraw = function() { shouldDrawDebug = true; //set up debug draw var debugDraw = new b2DebugDraw(); debugDraw.SetSprite(document.getElementById("debug-canvas").getContext("2d")); debugDraw.SetDrawScale(pxPerMeter); debugDraw.SetFillAlpha(0.3); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); this.world.SetDebugDraw(debugDraw); }; Let's move to the game.js file. We define the game-starting logic that sets up the EaselJS stage and Ticker. It creates the world and sets up the debug draw. The tick method calls the physics.update method: ;(function(game, cjs){ game.start = function() { cjs.EventDispatcher.initialize(game); // allow the game object to listen and dispatch custom events. game.canvas = document.getElementById('canvas'); game.stage = new cjs.Stage(game.canvas); cjs.Ticker.setFPS(60); cjs.Ticker.addEventListener('tick', game.stage); // add game.stage to ticker make the stage.update call automatically. cjs.Ticker.addEventListener('tick', game.tick); // gameloop game.physics.createWorld(); game.physics.showDebugDraw(); }; game.tick = function(){ if (cjs.Ticker.getPaused()) { return; } // run when not paused game.physics.update(); }; game.start(); }).call(this, game, createjs); After these steps, we should have a result as shown in the following screenshot. It is a physics world with two bodies. One body stays in position and the other one falls to the bottom. Objective complete – mini debriefing We have defined our first physical world with one static object and one dynamic object that falls to the bottom. A static object is an object that is not affected by gravity and any other forces. On the other hand, a dynamic object is affected by all the forces. Defining gravity In reality, we have gravity on every planet. It's the same in the Box2D world. We need to define gravity for the world. This is a ball-shooting game, so we will follow the rules of gravity on Earth. We use 0 for the x-axis and 9.8 for the y-axis. It is worth noting that we do not need to use the 9.8 value. For instance, we can set a smaller gravity value to simulate other planets in space—maybe even the moon; or, we can set the gravity to zero to create a top-down view of the ice hockey game, where we apply force to the puck and benefit from the collision. Debug draw The physics engine focuses purely on the mathematical calculation. It doesn't care about how the world will be presented finally, but it does provide a visual method in order to make the debugging easier. This debug draw is very useful before we use our graphics to represent the world. We won't use the debug draw in production. Actually, we can decide how we want to visualize this physics world. We have learned two ways to visualize the game. The first way is by using the DOM objects and the second one is by using the canvas drawing method. We will visualize the world with our graphics in later tasks. Understanding body definition and fixture definition In order to define objects in the physics world, we need two definitions: a body definition and fixture definition. The body is in charge of the physical properties, such as its position in the world, taking and applying force, moving speed, and the angular speed when rotating. We use fixtures to handle the shape of the object. The fixture definition also defines the properties on how the object interacts with others while colliding, such as friction and restitution. Defining shapes Shapes are defined in a fixture. The two most common shapes in Box2D are rectangle and circle. We define a rectangle with the SetAsBox function by providing half of its width and height. Also, the circle shape is defined by the radius. It is worth noting that the position of the body is at the center of the shape. It is different from EaselJS in that the default origin point is set at the top-left corner. Pixels per meter When we define the dimension and location of the body, we use meter as a unit. That's because Box2D uses metric for calculation to make the physics behavior realistic. But we usually calculate in pixels on the screen. So, we need to convert between pixels on the screen and meters in the physics world. That's why we need the pxPerMeter variable here. The value of this variable might change from project to project. The update method In the game tick, we update the physics world. The first thing we need to do is take the world to the next step. Box2D calculates objects based on steps. It is the same as we see in the physical world when a second is passed. If a ball is falling, at any fixed time, the ball is static with the property of the falling velocity. In the next millisecond, or nanosecond, the ball falls to a new position. This is exactly how steps work in the Box2D world. In every single step, the objects are static with their physics properties. When we go a step further, Box2D takes the properties into consideration and applies them to the objects. This step takes three arguments. The first argument is the time passed since the last step. Normally, it follows the frame-per-second parameter that we set for the game. The second and the third arguments are the iteration of velocity and position. This is the maximum iterations Box2D tries when resolving a collision. Usually, we set them to a low value. The reason we clear the force is because the force will be applied indefinitely if we do not clear it. That means the object keeps receiving the force on each frame until we clear it. Normally, clearing forces on every frame will make the objects more manageable. Classified intel We often need to represent a 2D vector in the physics world. Box2D uses b2vec for this purpose. Similar to the b2vec function, we use quite a lot of Box2D functions and classes. They are modularized into namespaces. We need to alias the most common classes to make our code shorter.
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article-image-sparrow-ios-game-framework-basics-our-game
Packt
25 Jun 2014
10 min read
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Sparrow iOS Game Framework - The Basics of Our Game

Packt
25 Jun 2014
10 min read
(For more resources related to this topic, see here.) Taking care of cross-device compatibility When developing an iOS game, we need to know which device to target. Besides the obvious technical differences between all of the iOS devices, there are two factors we need to actively take care of: screen size and texture size limit. Let's take a closer look at how to deal with the texture size limit and screen sizes. Understanding the texture size limit Every graphics card has a limit for the maximum size texture it can display. If a texture is bigger than the texture size limit, it can't be loaded and will appear black on the screen. A texture size limit has power-of-two dimensions and is a square such as 1024 pixels in width and in height or 2048 x 2048 pixels. When loading a texture, they don't need to have power-of-two dimensions. In fact, the texture does not have to be a square. However, it is a best practice for a texture to have power-of-two dimensions. This limit holds for big images as well as a bunch of small images packed into a big image. The latter is commonly referred to as a sprite sheet. Take a look at the following sample sprite sheet to see how it's structured: How to deal with different screen sizes While the screen size is always measured in pixels, the iOS coordinate system is measured in points. The screen size of an iPhone 3GS is 320 x 480 pixels and also 320 x 480 points. On an iPhone 4, the screen size is 640 x 960 pixels, but is still 320 by 480 points. So, in this case, each point represents four pixels: two in width and two in height. A 100-point wide rectangle will be 200 pixels wide on an iPhone 4 and 100 pixels on an iPhone 3GS. It works similarly for the devices with large display screens, such as the iPhone 5. Instead of 480 points, it's 568 points. Scaling the viewport Let's explain the term viewport first: the viewport is the visible portion of the complete screen area. We need to be clear about which devices we want our game to run on. We take the biggest resolution that we want to support and scale it down to a smaller resolution. This is the easiest option, but it might not lead to the best results; touch areas and the user interface scale down as well. Apple recommends for touch areas to be at least a 40-point square; so, depending on the user interface, some elements might get scaled down so much that they get harder to touch. Take a look at the following screenshot, where we choose the iPad Retina resolution (2048 x 1536 pixels) as our biggest resolution and scale down all display objects on the screen for the iPad resolution (1024 x 768 pixels): Scaling is a popular option for non-iOS environments, especially for PC and Mac games that support resolutions from 1024 x 600 pixels to full HD. Sparrow and the iOS SDK provide some mechanisms that will facilitate handling Retina and non-Retina iPad devices without the need to scale the whole viewport. Black borders Some games in the past have been designed for a 4:3 resolution display but then made to run on a widescreen device that had more screen space. So, the option was to either scale a 4:3 resolution to widescreen, which will distort the whole screen, or put some black borders on either side of the screen to maintain the original scale factor. Showing black borders is something that is now considered as bad practice, especially when there are so many games out there which scale quite well across different screen sizes and platforms. Showing non-interactive screen space If our pirate game is a multiplayer, we may have a player on an iPad and another on an iPhone 5. So, the player with the iPad has a bigger screen and more screen space to maneuver their ship. The worst case will be if the player with the iPad is able to move their ship outside the visual range for the iPhone player to see, which will result in a serious advantage for the iPad player. Luckily for us, we don't require competitive multiplayer functionality. Still, we need to keep a consistent screen space for players to move their ship in for game balance purposes. We wouldn't want to tie the difficulty level to the device someone is playing on. Let's compare the previous screenshot to the black border example. Instead of the ugly black borders, we just show more of the background. In some cases, it's also possible to move some user interface elements to the areas which are not visible on other devices. However, we will need to consider whether we want to keep the same user experience across devices and whether moving these elements will result in a disadvantage for users who don't have this extra screen space on their devices. Rearranging screen elements Rearranging screen elements is probably the most time-intensive and sophisticated way of solving this issue. In this example, we have a big user interface at the top of the screen in the portrait mode. Now, if we were to leave it like this in the landscape mode, the top of the screen will be just the user interface, leaving very little room for the game itself. In this case, we have to be deliberate about what kind of elements we need to see on the screen and which elements are using up too much screen estate. Screen real estate (or screen estate) is the amount of space available on a display for an application or a game to provide output. We will then have to reposition them, cut them up in to smaller pieces, or both. The most prominent example of this technique is Candy Crush (a popular trending game) by King. While this concept applies particularly to device rotation, this does not mean that it can't be used for universal applications. Choosing the best option None of these options are mutually exclusive. For our purposes, we are going to show non-interactive screen space, and if things get complicated, we might also resort to rearranging screen elements depending on our needs. Differences between various devices Let's take a look at the differences in the screen size and the texture size limit between the different iOS devices: Device Screen size (in pixels) Texture size limit (in pixels) iPhone 3GS 480 x 360 2048 x 2048 iPhone 4 (including iPhone 4S) and iPod Touch 4th generation 960 x 640 2048 x 2048 iPhone 5 (including iPhone 5C and iPhone 5S) and iPod Touch 5th generation 1136 x 640 2048 x 2048 iPad 2 1024 x 768 2048 x 2048 iPad (3rd and 4th generations) and iPad Air 2048 x 1536 4096 x 4096 iPad Mini 1024 x 768 4096 x 4096 Utilizing the iOS SDK Both the iOS SDK and Sparrow can aid us in creating a universal application. Universal application is the term for apps that target more than one device, especially for an app that targets the iPhone and iPad device family. The iOS SDK provides a handy mechanism for loading files for specific devices. Let's say we are developing an iPhone application and we have an image that's called my_amazing_image.png. If we load this image on our devices, it will get loaded—no questions asked. However, if it's not a universal application, we can only scale the application using the regular scale button on iPad and iPhone Retina devices. This button appears on the bottom-right of the screen. If we want to target iPad, we have two options: The first option is to load the image as is. The device will scale the image. Depending on the image quality, the scaled image may look bad. In this case, we also need to consider that the device's CPU will do all the scaling work, which might result in some slowdown depending on the app's complexity. The second option is to add an extra image for iPad devices. This one will use the ~ipad suffix, for example, my_amazing_image~ipad.png. When loading the required image, we will still use the filename my_amazing_image.png. The iOS SDK will automatically detect the different sizes of the image supplied and use the correct size for the device. Beginning with Xcode 5 and iOS 7, it is possible to use asset catalogs. Asset catalogs can contain a variety of images grouped into image sets. Image sets contain all the images for the targeted devices. These asset catalogs don't require files with suffixes any more. These can only be used for splash images and application icons. We can't use asset catalogs for textures we load with Sparrow though. The following table shows which suffix is needed for which device: Device Retina File suffix iPhone 3GS No None iPhone 4 (including iPhone 4S) and iPod Touch (4th generation) Yes @2x @2x~iphone iPhone 5 (including iPhone 5C and iPhone 5S) and iPod Touch (5th generation) Yes -568h@2x iPad 2 No ~ipad iPad (3rd and 4th generations) and iPad Air Yes @2x~ipad iPad Mini No ~ipad How does this affect the graphics we wish to display? The non-Retina image will be 128 pixels in width and 128 pixels in height. The Retina image, the one with the @2x suffix, will be exactly double the size of the non-Retina image, that is, 256 pixels in width and 256 pixels in height. Retina and iPad support in Sparrow Sparrow supports all the filename suffixes shown in the previous table, and there is a special case for iPad devices, which we will take a closer look at now. When we take a look at AppDelegate.m in our game's source, note the following line: [_viewController startWithRoot:[Game class] supportHighResolutions:YES doubleOnPad:YES]; The first parameter, supportHighResolutions, tells the application to load Retina images (with the @2x suffix) if they are available. The doubleOnPad parameter is the interesting one. If this is set to true, Sparrow will use the @2x images for iPad devices. So, we don't need to create a separate set of images for iPad, but we can use the Retina iPhone images for the iPad application. In this case, the width and height are 512 and 384 points respectively. If we are targeting iPad Retina devices, Sparrow introduces the @4x suffix, which requires larger images and leaves the coordinate system at 512 x 384 points. App icons and splash images If we are talking about images of different sizes for the actual game content, app icons and splash images are also required to be in different sizes. Splash images (also referred to as launch images) are the images that show up while the application loads. The iOS naming scheme applies for these images as well, so for Retina iPhone devices such as iPhone 4, we will name an image as Default@2x.png, and for iPhone 5 devices, we will name an image as Default-568h@2x.png. For the correct size of app icons, take a look at the following table: Device Retina App icon size iPhone 3GS No 57 x 57 pixels iPhone 4 (including iPhone 4S) and iPod Touch 4th generation Yes 120 x 120 pixels iPhone 5 (including iPhone 5C and iPhone 5S) and iPod Touch 5th generation Yes 120 x 120 pixels iPad 2 No 76 x 76 pixels iPad (3rd and 4th generation) and iPad Air Yes 152 x 152 pixels iPad Mini No 76 x 76 pixels The bottom line The more devices we want to support, the more graphics we need, which directly increases the application file size, of course. Adding iPad support to our application is not a simple task, but Sparrow does some groundwork. One thing we should keep in mind though: if we are only targeting iOS 7.0 and higher, we don't need to include non-Retina iPhone images any more. Using @2x and @4x will be enough in this case, as support for non-Retina devices will soon end. Summary This article deals with setting up our game to work on iPhone, iPod Touch, and iPad in the same manner. Resources for Article: Further resources on this subject: Mobile Game Design [article] Bootstrap 3.0 is Mobile First [article] New iPad Features in iOS 6 [article]
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article-image-introducing-variables
Packt
24 Jun 2014
6 min read
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Introducing variables

Packt
24 Jun 2014
6 min read
(For more resources related to this topic, see here.) In order to store data, you have to store data in the right kind of variables. We can think of variables as boxes, and what you put in these boxes depends on what type of box it is. In most native programming languages, you have to declare a variable and its type. Number variables Let's go over some of the major types of variables. The first type is number variables. These variables store numbers and not letters. That means, if you tried to put a name in, let's say "John Bura", then the app simply won't work. Integer variables There are numerous different types of number variables. Integer variables, called Int variables, can be positive or negative whole numbers—you cannot have a decimal at all. So, you could put -1 as an integer variable but not 1.2. Real variables Real variables can be positive or negative, and they can be decimal numbers. A real variable can be 1.0, -40.4, or 100.1, for instance. There are other kinds of number variables as well. They are used in more specific situations. For the most part, integer and real variables are the ones you need to know—make sure you don't get them mixed up. If you were to run an app with this kind of mismatch, chances are it won't work. String variables There is another kind of variable that is really important. This type of variable is called a string variable. String variables are variables that comprise letters or words. This means that if you want to record a character's name, then you will have to use a string variable. In most programming languages, string variables have to be in quotes, for example, "John Bura". The quote marks tell the computer that the characters within are actually strings that the computer can use. When you put a number 1 into a string, is it a real number 1 or is it just a fake number? It's a fake number because strings are not numbers—they are strings. Even though the string shows the number 1, it isn't actually the number 1. Strings are meant to display characters, and numbers are meant to do math. Strings are not meant to do math—they just hold characters. If you tried to do math with a string, it wouldn't work (except in JavaScript, which we will talk about shortly). Strings shouldn't be used for calculations—they are meant to hold and display characters. If we have a string "1", it will be recorded as a character rather than an integer that can be used for calculations. Boolean variables The last main type of variable that we need to talk about is Boolean variables. Boolean variables are either true or false, and they are very important when it comes to games. They are used where there can only be two options. The following are some examples of Boolean variables: isAlive isShooting isInAppPurchaseCompleted isConnectedToInternet Most of these variables start off with the word is. This is usually done to signify that the variable that we are using is a Boolean. When you make games, you tend to use a lot of Boolean variables because there are so many states that game objects can be in. Often, these states have only two options, and the best thing to do is use a Boolean. Sometimes, you need to use an integer instead of a Boolean. Usually, 0 equals false and 1 equals true. Other variables When it comes to game production, there are a lot of specific variables that differ from environment to environment. Sometimes, there are GameObject variables, and there can also be a whole bunch of more specific variables. Declaring variables If you want to store any kind of data in variables, you have to declare them first. In the backend of Construct 2, there are a lot of variables that are already declared for you. This means that Construct 2 takes out the work of declaring variables. The variables that are taken care of for you include the following: Keyboard Mouse position Mouse angle Type of web browser Writing variables in code When we use Construct 2, a lot of the backend busywork has already been done for us. So, how do we declare variables in code? Usually, variables are declared at the top of the coding document, as shown in the following code: Int score; Real timescale = 1.2; Bool isDead; Bool isShooting = false; String name = "John Bura"; Let's take a look at all of them. The type of variable is listed first. In this case, we have the Int, Real, Bool (Boolean), and String variables. Next, we have the name of the variable. If you look carefully, you can see that certain variables have an = (equals sign) and some do not. When we have a variable with an equals sign, we initialize it. This means that we set the information in the variable right away. Sometimes, you need to do this and at other times, you do not. For example, a score does not need to be initialized because we are going to change the score as the game progresses. As you already know, you can initialize a Boolean variable to either true or false—these are the only two states a Boolean variable can be in. You will also notice that there are quotes around the string variable. Let's take a look at some examples that won't work: Int score = -1.2; Bool isDead = "false"; String name = John Bura; There is something wrong with all these examples. First of all, the Int variable cannot be a decimal. Second, the Bool variable has quotes around it. Lastly, the String variable has no quotes. In most environments, this will cause the program to not work. However, in HTML5 or JavaScript, the variable is changed to fit the situation. Summary In this article, we learned about the different types of variables and even looked at a few correct and incorrect variable declarations. If you are making a game, get used to making and setting lots of variables. The best part is that Construct 2 makes handling variables really easy. Resources for Article: Further resources on this subject: 2D game development with Monkey [article] Microsoft XNA 4.0 Game Development: Receiving Player Input [article] Flash Game Development: Making of Astro-PANIC! [article]
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Packt
19 Mar 2014
10 min read
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Adding Animations

Packt
19 Mar 2014
10 min read
(For more resources related to this topic, see here.) Exploring 3D hierarchies The ability to parent objects among one another is a versatile feature in Unity3D. So far, in this article, we have seen how hierarchies can be used as a means of associating objects with one another and organizing them into hierarchies. One example of this is the character Prefabs with their child hats we developed for the player Prefab and the racers. In this example, by dragging-and-dropping the hat object onto the player's body, we associated the hat with the object body by putting the child into the parent's coordinate system. After doing this, we saw that the rotations, translations, and scales of the body's transform component were propagated to the hat. In practice, this is how we attach objects to one another in 3D games, that is, by parenting them to different parents and thereby changing their coordinate systems or frames of reference. Another example of using hierarchies as a data structure was for collections. Examples of this are the splineData collections we developed for the NPCs. These objects had a single game object at the head and a collection of data as child objects. We could then perform operations on the head, which lets us process all of the child objects in the collection (in our case, installing the way points). A third use of hierarchies was for animation. Since rotations, translations, and scales that are applied to a parent transform are propagated to all of the children, we have a way of developing fine-tuned motion for a hierarchy of objects. It turns out that characters in games and animated objects alike use this hierarchy of transforms technique to implement their motion. Skinned meshes in Unity3D A skinned mesh is a set of polygons whose positions and rotations are computed based on the positions of the various transforms in a hierarchy. Instead of each GameObject in the hierarchy have its own mesh, a single set of polygons is shared across a number of transforms. This results in a single mesh that we call a skin because it envelops the transforms in a skin-like structure. It turns out that this type of mesh is great for in-game characters because it moves like skin. We will now use www.mixamo.com to download some free models and animations for our game. Acquiring and importing models Let's download a character model for the hero of our game. Open your favorite Internet browser and go to www.mixamo.com. Click on Characters and scroll through the list of skinned models. From the models that are listed free, choose the one that you want to use. At the time of writing this article, we chose Justin from the free models available, as shown in the following screenshot: Click on Justin and you will be presented with a preview window of the character on the next page. Click on Download to prepare the model for download. Note, you may have to sign up for an account on the website to continue. Once you have clicked on Download, the small downloads pop-up window at the bottom-right corner of the screen will contain your model. Open the tab and select the model. Make sure to set the download format to FBX for Unity (.fbx) and then click on Download again. FBX (Filmbox)—originally created by a company of the same name and now owned by AutoDesk—is an industry standard format for models and animations. Congratulations! You have downloaded the model we will use for the main player character. While this model will be downloaded and saved to the Downloads folder of your browser, go back to the character select page and choose two more models to use for other NPCs in the game. At the time of writing this article, we chose Alexis and Zombie from the selection of free models, as shown in the following screenshot: Go to Unity, create a folder in your Project tab named Chapter8, and inside this folder, create a folder named models. Right-click on this folder and select Open In Explorer. Once you have the folder opened, drag-and-drop the two character models from your Download folder into the models folder. This will trigger the process of importing a model into Unity, and you should then see your models in your Project view as shown in the following screenshot: Click on each model in the models folder, and note that the Preview tab shows a t-pose of the model as well as some import options. In the Inspector pane, under the Rig tab, ensure that Animation Type is set to Humanoid instead of Generic. The various rig options tell Unity how to animate the skinned mesh on the model. While Generic would work, choosing Humanoid will give us more options when animating under Mechanim. Let Unity create the avatar definition file for you and you can simply click on Apply to change the Rig settings, as shown in the following screenshot: We can now drag-and-drop your characters to the game from the Project tab into the Scene view of the level, as shown in the following screenshot: Congratulations! You have successfully downloaded, imported, and instantiated skinned mesh models. Now, let's learn how to animate them, and we will do this starting with the main player's character. Exploring the Mechanim animation system The Mechanim animation system allows the Unity3D user to integrate animations into complex state machines in an intuitive and visual way! It also has advanced features that allow the user to fine-tune the motion of their characters, right from the use of blend trees to mix, combine, and switch between animations as well as Inverse Kinematics (IK) to adjust the hands and feet of the character after animating. To develop an FSM for our main player, we need to consider the gameplay, moves, and features that the player represents in the game. Choosing appropriate animations In level one, our character needs to be able to walk around the world collecting flags and returning them to the flag monument. Let's go back to www.mixamo.com, click on Animations, and download the free Idle, Gangnam Style, and Zombie Running animations, as shown in the following screenshot: Building a simple character animation FSM Let's build an FSM that the main character will use. To start, let's develop the locomotion system. Import the downloaded animations to a new folder named anims, in Chapter8. If you downloaded the animations attached to a skin, don't worry. We can remove it from the model, when it is imported, and apply it to the animation FSM that you will build. Open the scene file from the first gameplay level TESTBED1. Drag-and-drop the Justin model from the Projects tab into the Scene view and rename it Justin. Click on Justin and add an Animator component. This is the component that drives a character with the Mechanim system. Once you have added this component, you will be able to animate the character with the Mechanim system. Create a new animator controller and call it JustinController. Drag-and-drop JustinController into the controller reference on the Animator component of the Justin instance. The animator controller is the file that will store the specific Mechanim FSM that the Animator component will use to drive the character. Think of it as a container for the FSM. Click on the Justin@t-pose model from the Project tab, and drag-and-drop the avatar definition file from Model to the Avatar reference on the Animator component on the Justin instance. Go to the Window drop-down menu and select Animator. You will see a new tab open up beside the Scene view. With your Justin model selected, you should see an empty Animator panel inside the tab, as shown in the following screenshot: Right now our Justin model has no animations in his FSM. Let's add the idle animation (named Idle_1) from the Adam model we downloaded. You can drag-and-drop it from the Project view to any location inside this panel. That's all there is to it! Now, we have a single anim FSM attached to our character. When you play the game now, it should show Justin playing the Idle animation. You may notice that the loop doesn't repeat or cycle repeatedly. To fix this, you need to duplicate the animation and then select the Loop Pose checkbox. Highlight the animation child object idle_1 and press the Ctrl + D shortcut to duplicate it. The duplicate will appear outside of the hierarchy. You can then rename it to a name of your choice. Let's choose Idle as shown in the following screenshot: Now, click on Idle, and in the Inspector window, make sure that Loop Pose is selected. Congratulations! Using this Idle animation now results in a character who idles in a loop. Let's take a look at adding the walk animation. Click on the Zombie Running animation, which is a child asset of the Zombie model, and duplicate it such that a new copy appears in the Project window. Rename this copy Run. Click on this animation and make sure to check the Loop Pose checkbox so that the animation runs in cycles. Drag-and-drop the Run animation into the Animator tab. You should now have two animations in your FSM, with the default animation still as Idle; if you run the game, Justin should still just be idle. To make him switch animations, we need to do the following: Add some transitions to the Run animation from the Idle animation and vice versa. Trigger the transitions from a script. You will want to switch from the Idle to the Run animation when the player's speed (as determined from the script) is greater than a small number (let's say 0.1 f). Since the variable for speed only lives in the script, we will need a way for the script to communicate with the animation, and we will do this with parameters. In your Animator tab, note that the FSM we are developing lives in the Base Layer screen. While it is possible to add multiple animation layers by clicking on the + sign under Base Layer, this would allow the programmer to design multiple concurrent animation FSMs that could be used to develop varying degrees/levels of complex animation. Add a new parameter by clicking on the + sign beside the Parameters panel. Select float from the list of datatypes. You should now see a new parameter. Name this speed as shown in the following screenshot: Right-click on the Idle Animation and select Make Transition. You will now see that a white arrow is visible, which extends from Idle, that tracks the position of your mouse pointer. If you now click on the Run animation, the transition from Idle to Run will lock into place. Left-click on the little white triangle of the transition and observe the inspector for the transition itself. Scroll down in the Inspector window to the very bottom and set the condition for the transition to speed greater than 0.1, as shown in the following screenshot: Make the transition from the Run animation cycle back to the Idle cycle by following the same procedure. Right-click on the Run animation to start the transition. Then, left-click on Idle. After this, left-click on the transition once it is locked into place. Then, when the transition is activated in Conditions, set its speed to less than 0.09. Congratulations! Our character will now transition from Idle to Run when the speed crosses the 0.1 threshold. The transition is a nice blend from the first animation to the second over a brief period of time, and this is indicated in the transition graph.
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article-image-parallax-scrolling
Packt
13 Mar 2014
16 min read
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Parallax scrolling

Packt
13 Mar 2014
16 min read
(For more resources related to this topic, see here.) As a developer, we have been asked numerous times about how to implement parallax scrolling in a 2D game. Cerulean Games, my game studio, has even had the elements of parallax scrolling as the "do or die" requirement to close a project deal with a client. In reality, this is incredibly easy to accomplish, and there are a number of ways to do this. In Power Rangers Samurai SMASH! (developed by Cerulean Games for Curious Brain; you can find it in the iOS App Store), we implemented a simple check that would see what the linear velocity of the player is and then move the background objects in the opposite direction. The sprites were layered on the Z plane, and each was given a speed multiplier based on its distance from the camera. So, as the player moved to the right, all parallax scrolling objects would move to the left based on their multiplier value. That technique worked, and it fared us and our client quite well for the production of the game. This is also a common and quick way to manage parallax scrolling, and it's also pretty much how we're going to manage it in this game as well. OK, enough talk! Have at you! Well, have at the code: Create a new script called ParallaxController and make it look like the following code: -using UnityEngine; using System.Collections; public class ParallaxController : MonoBehaviour {     public GameObject[] clouds;     public GameObject[] nearHills;     public GameObject[] farHills;     public float cloudLayerSpeedModifier;     public float nearHillLayerSpeedModifier;     public float farHillLayerSpeedModifier;     public Camera myCamera;     private Vector3 lastCamPos;     void Start()     {         lastCamPos = myCamera.transform.position;     }     void Update()     {         Vector3 currCamPos = myCamera.transform.position;         float xPosDiff = lastCamPos.x - currCamPos.x;         adjustParallaxPositionsForArray(clouds,           cloudLayerSpeedModifier, xPosDiff);         adjustParallaxPositionsForArray(nearHills,           nearHillLayerSpeedModifier, xPosDiff);         adjustParallaxPositionsForArray(farHills,           farHillLayerSpeedModifier, xPosDiff);         lastCamPos = myCamera.transform.position;     }     void adjustParallaxPositionsForArray(GameObject[]       layerArray, float layerSpeedModifier, float xPosDiff)     {         for(int i = 0; i < layerArray.Length; i++)         {             Vector3 objPos =               layerArray[i].transform.position;             objPos.x += xPosDiff * layerSpeedModifier;             layerArray[i].transform.position = objPos;         }     } } Create a new GameObject in your scene and call it _ParallaxLayers. This will act as the container for all the parallax layers. Create three more GameObjects and call them _CloudLayer, _NearHillsLayer, and _FarHillsLayer, respectively. Place these three objects inside the _ParallaxLayers object, and place the Parallax Controller component onto the _ParallaxLayers object. Done? Good. Now we can move some sprites. Import the sprites from SpritesParallaxScenery. Start placing sprites in the three layer containers you created earlier. For the hills you want to be closer, place the sprites in the _NearHillsLayer container; for the hills you want to be further away, place the sprites in _FarHillsLayer; and place the clouds in the _CloudLayer container. The following screenshot shows an example of what the layers will now look like in the scene: Pro tip Is this the absolute, most efficient way of doing parallax? Somewhat; however, it's a bit hardcoded to only really fit the needs of this game. Challenge yourself to extend it to be flexible and work for any scenario! Parallax layer ordering Wait, you say that the objects are layered in the wrong order? Your hills are all mixed up with your platforms and your platforms are all mixed up with your hills? OK, don't panic, we've got this. What you need to do here is change the Order in Layer option for each of the parallax sprites. You can find this property in the Sprite Renderer component. Click on one of the sprites in your scene, such as one of the clouds, and you can see it in the Inspector panel. Here's a screenshot to show you where to look: Rather than changing each sprite individually, we can easily adjust the sprites in bulk by performing the following steps: Select all of your cloud layer sprites, and under their Sprite Renderer components, set their Order in Layer to 0. Set the Order in Layer property of the _NearHillsLayer sprites to 1 and that of the _FarHillsLayer sprites to 0. Select the Prefab named Platform and set its Order in Layer to 2; you should see all of your Platform sprites instantly update in the scene. Set the Order in Layer values of the Prefabs for Enemy and Player Bullet to 2. Set the sprite on the Player object in the scene to 2 as well. Finally, set the Wall objects to 3 and you're good to go. With the layers all set up, let's finish setting up the parallax layers. First, finish placing any additional parallax sprites; I'll wait. Brilliant! Now, go to the _ParallaxLayers object and let's play around with that Parallax Controller component. We're going to want to add all of those sprites to Parallax Controller. To make this easy, look at the top-right corner of the Inspector panel. See the little lock icon? Click on it. Now, regardless of what you do, the Parallax Controller component will not be deselected. Since it can't be deselected, you can now easily drag-and-drop all of the Cloud sprites into the Clouds array in the ParallaxController component, and all of the _FarHillsLayer child objects into the Far Hills array—you see where this is going. Set the My Camera field to use the Main Camera object. Finally, let's set some values in those Layer Speed Modifier fields. The higher the number, the faster the object will move as the camera moves. As an example, we set the Cloud layer to 0.05, the Near layer to 0.2, and the Far layer to 0.1. Feel free though to play with the values and see what you like! Go ahead and play the game. Click on the play button and watch those layers move! But, what's this? The particles that burst when an enemy is defeated render behind the sprites in the background—actually, they render behind all the sprites! To fix this, we need to tell Unity to render the particles on a layer in front of the sprites. By default, the sprites render after the particles. Let's change that. First, we need to create a new sorting layer. These are special types of layers that tell Unity the order to render things in. Go to the Tags & Layers window and look out for the drop-down menu called Sorting Layers. Add a new layer called ParticleLayer on Layer 1, as shown in the following screenshot: With this in place, it means anything with the Sorting Layers menu of ParticleLayer will render after the Default layer. Now, we need a way to assign this Sorting Layer to the particle system used when enemies are defeated. Create a new script called ParticleLayering and make it look like the following code: using UnityEngine; using System.Collections; public class ParticleLayering : MonoBehaviour {     public string sortLayerString = "";     void Start ()     {         particleSystem.renderer.sortingLayerName = sortLayerString;     } } Add this script to the EnemyDeathFX Prefab and set the Sort Layer String field to ParticleLayer. Go ahead and play the game again now to watch those particles fly in front of the other objects. Finally, if you want a solid color background to your scene, you don't need to worry about adding a colored plane or anything. Simply select the Main Camera object, and in the Inspector panel, look for the Background field in the Camera component. Adjust the color there as per your need. For the example game, we made this color a nice sky blue with the following values: R: 128, G: 197, B: 232, and A: 0. The one thing you may notice we're missing is something at the bottom of the scene. Here's a nice little challenge for you. We've given you a Lava sprite. Now, add in a lava layer of parallax sprites in the foreground using all the info you've read in this article. You can do this! Let's score! One of the most important elements to a game is being able to track progress. A quick and simple way to do this is to implement a score system. In our case, we will have a score that increases whenever you defeat an enemy. Now, Unity does have a built-in GUI system. However, it has some drawbacks. With this in mind, we won't be relying on Unity's built-in system. Instead, we are going to create objects and attach them to the camera, which in turn will allow us to have a 3D GUI. Pro tip If you want to use what this author believes is the best UI system for Unity, purchase a license for NGUI from the Unity Asset Store. I'm not the only one to think it's the best; Unity hired the NGUI developer to build the new official UI system for Unity itself. Let's build out some GUI elements: Create a 3D Text object by navigating to the menu item GameObject | Create Other; name it Score. Make it a child of the Main Camera GameObject and align it such that it sits in the top-left corner of the screen. Set its position to X: -6.91, Y: 4.99, Z: 10 to get this effect. Make the text color solid black and adjust the scaling so that it looks the way you want it to. Set the Anchor field to Upper Left and Alignment to Left. Adjust the scene to your taste, but it should look a little something like the following screenshot: Pro tip Unity's default 3D text font looks rather low quality in most situations. Try importing your own font and then set the font size to something much higher than you would usually need; often around 25 to 40. Then, when you place it in the world, it will look crisp and clean. Let's make it so that the Score visual element can actually track the player's score. Create a new script called ScoreWatcher and write the following code in it: using UnityEngine; using System.Collections; public class ScoreWatcher : MonoBehaviour {     public int currScore = 0;     private TextMesh scoreMesh = null;         void Start()     {         scoreMesh = gameObject.GetComponent<TextMesh>(); scoreMesh.text = "0";     }         void OnEnable()     {         EnemyControllerScript.enemyDied += addScore;     }         void OnDisable()     {         EnemyControllerScript.enemyDied -= addScore;     }         void addScore(int scoreToAdd)     {         currScore += scoreToAdd;         scoreMesh.text = currScore.ToString();     } } You may notice that in the preceding script, we are listening to the enemyDied event on the EnemyControllerScript. What we did here was we allowed other objects to easily create scoring events that the Score object can optionally listen to. There is lots of power to this! Let's add that event and delegate to the enemy. Open up EnemyControllerScript, and in the beginning, add the following code:     // States to allow objects to know when an enemy dies     public delegate void enemyEventHandler(int scoreMod);         public static event enemyEventHandler enemyDied; Then, down in the hitByPlayerBullet function, add the following code just above Destroy(gameObject,0.1f);, right around line 95: // Call the EnemyDied event and give it a score of 25. if(enemyDied != null)     enemyDied(25); Add the ScoreWatcher component to the Score object. Now, when you play the game and defeat the enemies, you can watch the score increase by 25 points each time! Yeeee-haw! Sorry 'bout that... shootin' things for points always makes me feel a bit Texan. Enemies – forever! So, you defeated all your enemies and now find yourself without enemies to defeat. This gets boring fast; so, let's find a way to get more enemies to whack. To do this, we are going to create enemy spawn points in the form of nifty rotating vortexes and have them spit out enemies whenever we kill other enemies. It shall be glorious, and we'll never be without friends to give gifts—and by gifts, we mean bullets. First things first. We need to make a cool-looking vortex. This vortex will be a stacked, animated visual FX object that is built for a 2D world. Don't worry, we've got you covered on textures, so please go through the following steps: Import the ones in the assets folder under SpritesVortex. Create a new GameObject called Vortex and add all three of the Vortex sprites in it, with each of their Position values set to X:0, Y:0, and Z:0. Adjust their Order in Layer values so that the Vortex_Back child is set to 10, Vortex_Center is set to 11, and Vortex_Front is set to 12. You should now have an object that looks something like the following screenshot: Go ahead and give it a nice spinning animation by rotating the Z axis from 0 to 356. Once you're happy with it, create a new script called EnemyRespawner and code it up as shown in the following code snippet: using UnityEngine; using System.Collections; public class EnemyRespawner : MonoBehaviour {     public GameObject spawnEnemy = null;     float respawnTime = 0.0f;         void OnEnable()     {         EnemyControllerScript.enemyDied += scheduleRespawn;     }         void OnDisable()     {         EnemyControllerScript.enemyDied -= scheduleRespawn;     }         // Note: Even though we don't need the enemyScore, we still need to accept it because the event passes it     void scheduleRespawn(int enemyScore)     {         // Randomly decide if we will respawn or not         if(Random.Range(0,10) < 5)             return;                 respawnTime = Time.time + 4.0f;     }         void Update()     {         if(respawnTime > 0.0f)         {             if(respawnTime < Time.time)             {                 respawnTime = 0.0f;                 GameObject newEnemy = Instantiate(spawnEnemy) as GameObject;                 newEnemy.transform.position = transform.position;             }         }     } } Now attach the preceding script to your Vortex object, populate the Spawn Enemy field with the Enemy Prefab, and save the Vortex object as a Prefab. Scatter a bunch of Vortex Prefabs around the level and you can get the hydra effect, where killing one enemy will create two more enemies or even more than two! Also, if you haven't already done so, you may want to go to the Physics Manager option and adjust the settings so that enemies won't collide with other enemies. One more thing—those enemies sort of glide out of their portals very awkwardly. Let's boost the gravity so they fall faster. Click on the main Enemy Prefab and change the Gravity Scale value of the RigidBody 2D component to 30. Now, they'll fall properly! Pro tip There are so many things you can do with enemy spawners that go far, far outside the context of this article. Take a shot at adding some features yourself! Here are a few ideas: Make the spawn vortexes play a special visual effect when an enemy is spawned Give vortexes a range so that they only spawn an enemy if another enemy was killed in their range Make vortexes move around the level Make vortexes have multiple purposes so that enemies can walk into one and come out another Have a special gold enemy worth bonus points spawn after every 100 kills Make an enemy that, when defeated, spawns other enemies or even collectable objects that earn the player bonus points! Summary So, what have we learned here today aside from the fact that shooting enemies with bullets earns you points? Well, check this out. You now know how to use parallax scrolling, 2D layers, and generate objects; and how to use a scoring system. Enemies dying, enemies spawning, freakin' vortexes? I know, you're sitting there going, "Dude, OK, I'm ready to get started on my first 2D game... the next side scrolling MMO Halo meets Candy Crush with bits of Mass Effect and a little Super Mario Bros!" Resources for Article: Further resources on this subject: Unity Game Development: Interactions (Part 1) [Article] Unity Game Development: Interactions (Part 2) [Article] Unity Game Development: Welcome to the 3D world [Article]
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Packt
18 Feb 2014
9 min read
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Beating Back the Horde

Packt
18 Feb 2014
9 min read
(For more resources related to this topic, see here.) What kind of game will we be making? We are going to make one of the classics, a Tower Defense game. (http://old.casualcollective.com/#games/FETD2.) Our game won't be as polished as the example, but it gives you a solid base to work with and develop further. Mission briefing We will use the cloning tools again to create hordes of enemies to fight. We will also use these tools to create cannons and cannonballs. It's easy to re-use assets from other projects in Scratch 2.0. The new Backpack feature allows you to easily exchange assets between projects. How this works will be demonstrated in this article. Why is it awesome? This example is a lot more involved than the previous one. The final result will be a much more finished game which still leaves plenty of room to adapt and continue building on. While making this game, you will learn how to draw a background and how to make and use different costumes for a single sprite. We will make full use of the cloning technique to create many copies of similar objects. We will also use more variables and another type of variable called List to keep track of all the things going on in the game. You will also learn about a simple way to create movement patterns for computer-controlled objects. Your Hotshot objectives We will divide the articlein to the following tasks based primarily on the game sprites and their behavior: Creating a background Creating enemies Creating cannons Fighting back Mission checklist Click on the Create button to start a new project. Remove the Scratch cat by right-clicking on it and selecting delete. Creating a background Because the placement and the route to walk is important in this kind of game, we will start with the creation of the background. To the left of the Sprites window, you will see a separate picture. Underneath is the word Stage and another word, the name of the picture that's being shown. This picture is white when you start a new project because nothing is drawn on it yet. The following is an example with our background image already drawn in:   Engage thrusters We will draw a grassy field with a winding road running through it when looked at from the top, by going through the following steps: Click on the white image. Next click on the Backdrops tab to get to the drawing tool. This is similar to the Costumes tab for sprites, but the size of the drawing canvas is clearly limited to the size of the stage. Choose a green color and draw a rectangle from the top-left to the bottom-right of the canvas. Then click on the Fill tool and fill the rectangle with the same color to create a grassy background. On top of the field, we will draw a path which the enemies will use to walk on. Switch the Fill tool to a brown color. Draw rectangles to form a curving path as shown in the following screenshot. The background is now done. Let's save our work before moving on. Objective complete – mini debriefing The background is just a pretty picture with no direct functionality in the game. It tells the player what to expect in the game. It will be logical that enemies are going to follow the road that was drawn. We will also use this road as a guideline when scripting the movement path of the enemies. The open spaces between the path make it obvious where the player could place the cannons. Creating enemies We will quickly create an enemy sprite to make use of the background we just drew. These enemies will follow the path drawn in the background. Because the background image is fixed, we can determine exactly where the turns are. We will use a simple movement script that sends the enemies along the path from one end of the stage to the other. Like with the targets in the previous project, we will use a base object that creates clones of itself that will actually show up on stage. Prepare for lift off We will first draw an enemy sprite. Let's keep this simple for now. We can always add to the visual design later. The steps to draw it are as follows: Click on the paintbrush icon to create a new sprite. Choose a red color and draw a circle. Make sure the circle is of proper size compared to the path in the background. Fill the circle with the same color. We name the new sprite enemy1. That's all for now! We will add more to the appearance of the enemy sprite later. The enemy sprite appears as a red circle large enough to fit the path.   Engage thrusters Let's make it functional first with a script. We will place the base enemy sprite at the start of the path and have it create clones. Then we will program the clones to follow the path as shown in the following steps: The script will start when the when <green flag> clicked block is clicked. Place the sprite at the start of the path with a go to x: -240 y: 0 block. Wait for three seconds by using the wait ... secs block to allow the player to get ready for the game. Add a repeat … block. Fill in 5 to create five clones per wave. Insert a create clone of <myself> block. Then wait for two seconds by using the wait ... secs block so the enemy clones won't be spawned too quickly. Before we start moving the clones, we have to determine what path they will follow. The key information here are the points where the path bends in a new direction. We can move the enemies from one bend to another in an orderly manner. Be warned that it may take some time to complete this step. You will probably need to test and change the numbers you are going to use to move the sprites correctly. If you don't have the time to figure it all out, you can check and copy the image with the script blocks at the end of this step to get a quick result. Do you remember how the xy-coordinate system of the stage worked from the last project? Get a piece of paper (or you can use the text editor on your computer) and get ready to take some notes. Examine the background you drew on the stage, and write down all the xy-coordinates that the path follows in order. These points will serve as waypoints. Look at the screenshot to see the coordinates that I came up with. But remember that the numbers for your game could be different if you drew the path differently. To move the enemy sprites, we will use the glide … secs to x: … y: ... blocks. With this block, a sprite will move fluidly to the given point in the given amount of time as shown in the following steps: Start the clone script with a when I start as a clone block. Beyond the starting point, there will be seven points to move to. So stack together seven glide … blocks. In the coordinate slots, fill in the coordinates you just wrote down in the correct order. Double-check this since filling in a wrong number will cause the enemies to leave the path. Deciding how long a sprite should take to complete a segment depends on the length of that segment. This requires a bit of guesswork since we didn't use an exact drawing method. Your most accurate information is the differences between the coordinates you used from point to point. Between the starting point (-240,0) and the first waypoint (-190,0), the enemy sprite will have moved 50 pixels. Let's say we want to move 10 pixels per second. That means the sprite should move to it's new position in 5 seconds. The difference between the first (-190,0) and the second (-190,125) waypoint is 125. So according to the same formula, the sprite should move along this segment of the path in 12.5 seconds. Continue calculating the glide speeds like this for the other blocks. These are the numbers I came up with : 5, 12.5, 17, 26.5, 15.5, 14, and 10.5, but remember that yours may be different You can use the formula new position – old position / 10 = result to figure out the numbers you need to use. To finish off, delete the clone when it reaches the end of the path. Test your script and see the enemies moving along the path. You might notice they are very slow and bunched together because they don't travel enough distances between spawns. Let's fix that by adding a variable speed multiplier. Not only can we easily tweak the speed of the sprites but we can also use this later to have other enemy sprites move at different speeds, as shown in the following steps: Create a variable and make sure it is for this sprite only. Name it multiplier_R. The R stands for red, the color of this enemy. Place set <multiplier_R> to … at the start of the <green flag> script. Fill in 0.3 as a number for the basic enemy. Take the speed numbers you filled in previously and multiply them with the multiplier. Use a ...*... operator block. Place the multiplier_R variable in one slot. Type the correct number in the other slot. Place the calculation in the glide block instead of the fixed number.The completed scripts for enemy movement will look as follows: Objective complete – mini debriefing Test the game again and see how the enemies move much faster, about three times as fast if you have used 0.3 for the multiplier. You can play with the variable number a bit to see the effect. If you decrease the multiplier, the enemies will move even faster. If you increase the number, the enemies will become slower.
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Packt
16 Jan 2014
12 min read
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Anatomy of a Sprite Kit project

Packt
16 Jan 2014
12 min read
(For more resources related to this topic, see here.) A Sprite Kit project consists of things usual to any iOS project. It has the AppDelegate, Storyboard, and ViewController classes. It has the usual structure of any iOS application. However, there are differences in ViewController.view, which has the SKView class in Storyboard. You will handle everything that is related to Sprite Kit in SKView. This class will render your gameplay elements such as sprites, nodes, backgrounds, and everything else. You can't draw Sprite Kit elements on other views. It's important to understand that Sprite Kit introduces its own coordinate system. In UIkit, the origin (0,0) is located at the top-left corner, whereas Sprite Kit locates the origin at the bottom-left corner. The reason why this is important to understand is because of the fact that all elements will be positioned relative to the new coordinate system. This system originates from OpenGL, which Sprite Kit uses in implementation. Scenes An object where you place all of your other objects is the SKScene object. It represents a single collection of objects such as a level in your game. It is like a canvas where you position your Sprite Kit elements. Only one scene at a time is present on SKView. A view knows how to transition between scenes and you can have nice animated transitions. You may have one scene for menus, one for the gameplay scene, and another for the scene that features after the game ends. If you open your ViewController.m file, you will see how the SKScene object is created in the viewDidLoad method. Each SKView should have a scene, as all other objects are added to it. The scene and its object form the node tree, which is a hierarchy of all nodes present in the scene. Open the ERGMyScene.m file. Here, you can find the method where scene initialization and setup take place: - (id)initWithSize:(CGSize)size The scene holds the view hierarchy of its nodes and draws all of them. Nodes are very much like UIViews; you can add nodes as children to other nodes, and the parent node will apply its effects to all of its children, effects such as rotation or scaling, which makes working with complex nodes so much easier. Each node has a position property that is represented by CGPoint in scene coordinates, which is used to set coordinates of the node. Changing this position property also changes the node's position on the screen. After you have created a node and set its position, you need to add it to your scene node hierarchy. You can add it either to the scene or to any existing node by calling the addChild: method. You can see this in your test project with the following line: [self addChild:myLabel]; After the node has been added to a visible node or scene, it will be drawn by the scene in the next iteration of the run loop. Nodes The methods that create SKLabelNode are self-explanatory and it is used to represent text in a scene. The main building block of every scene is SKNode. Most things you can see on the screen of any given Sprite Kit game is probably a result of SKNode. Node types There are different node types that serve different purposes: SKNode: This is a parent class for different types of nodes SKSpriteNode: This is a node that draws textured sprites SKLabelNode: This is a node that displays text SKShapeNode: This is a node that renders a shape based on a Core Graphics path SKEmitterNode: This is a node that creates and renders particles SKEffectNode: This is a node that applies a Core Image filter to its children Each of them has their own initializer methods—you create one, add it to your scene, and it does the job it was assigned to do. Some node properties and methods that you might find useful are: position: This is a CGPoint representing the position of a node in its parent coordinate system. zPosition: This is a CGFloat that represents the position of a node on an imaginary Z axis. Nodes with higher zPosition will be over the nodes that have lower zPosition. If nodes have the same zPosition, the ones that were created later will appear on top of those that were created before. xScale and yScale: This is a CGFloat that allows you to change the size of any node. The default is 1.0 and setting it to any other value will change the sprite size. It is not recommended, but if you have an image of a certain resolution, scaling it will upscale the image and it will look distorted. Making nodes smaller can lead to other visual artifacts. But if you need quick and easy ways to change the size of your nodes, this property is there. name: This is the name of the node that is used to locate it in the node hierarchy. This allows you to be flexible in your scenes as you no longer need to store pointers to your nodes, and also saves you a lot of headache. childNodeWithName:(NSString *)name: This finds a child node with the specified name. If there are many nodes with the same name, the first one is returned. enumerateChildNodesWithName:usingBlock:: This allows you torun custom code on your nodes. This method is heavily used throughout any Sprite Kit game and can be used for movement, state changing, and other tasks. Actions Actions are one of the ways to add life to your game and make things interactive. Actions allow you to perform different things such as moving, rotating, or scaling nodes, playing sounds, and even running your custom code. When the scene processes its nodes, actions that are linked to these nodes are executed. To create a node, you run a class method on an action that you need, set its properties, and call the runAction: method on your node with action as a parameter. You may find some actions in the touchesBegan: method in ERGMyScene.m. In this method, you can see that a new node (of the type SKSpriteNode) is created, and then a new action is created and attached to it. This action is embedded into another action that makes it repeat forever, and then a sprite runs the action and you see a rotating sprite on the screen. To complete the preceding process, it took only five lines, and it is very intuitive. This is one of the Sprite Kit strengths—simplicity and self-documenting code. As you might have noticed, Apple names methods in a simpler way so that you can understand what it does just by reading the method. Try to adhere to the same practice and name your variables and methods so that their function can be understood immediately. Avoid naming objects a or b, use characterSprite or enemyEmitter instead. There are different action types; here we will list some that you may need in your first project: Move actions (moveTo:duration:, moveBy, followPath) are actions that move the node by a specified distance in points Rotate actions are actions that rotate your nodes by a certain angle (rotateByAngle:duration:) Actions that change node scale over time (scaleBy:duration) Actions that combine other actions (sequence: to play actions one after another, and repeatAction: to play an action a certain amount of times or forever) There are many other actions and you might look up the SKAction class reference if you want to learn more about actions. Game loop Unlike UIKit, which is based on events and waits for user input before performing any drawing or interactions, Sprite Kit evaluates all nodes, their interactions, and physics as fast as it can (capped at 60 times per second) and produces results on screen. In the following figure, you can see the way a game loop operates: First, the scene calls the update:(CFTimeInterval)currentTime method and sends it the time at which this method was invoked. The usual practice is to save the time of the last update and calculate the time that it took from the last update (delta) to the current update to move sprites by a given number of points, by multiplying the velocity of a sprite by delta, so you will get the same movement regardless of FPS. For example, if you want a sprite to move 100 pixels every second, regardless of your game performance, you multiply delta by 100. This way, if it took long to process the scene, your sprite will move slightly further for this frame; if it is processed fast, it will move just a short distance. Either way you get expected results without complex calculations. After the update is done, the scene evaluates actions, simulates physics, and renders itself on screen. This process repeats itself as soon as it's finished. This allows for smooth movement and interactions. You will write the most essential code in the update: method, since it is getting called many times per second and everything on screen happens with the code we write in this method. You will usually iterate over all objects in your scene and dispatch some job for each to do, such as character moving and bullets disappearing off screen. The update: method is not used in a template project, but it is there if you want to customize it. Let's see how we can use it to move the Hello, World! label off the screen. First, find where the label is created in the scene init method, and find this line: myLabel.text = @"Hello, World!"; Add this code right after it: myLabel.name = @"theLabel"; Find the update: method; it looks like this: - (void)update:(CFTimeInterval)currentTime Insert the following code into it: [self enumerateChildNodesWithName:@"theLabel" usingBlock:^(SKNode *node, BOOL *stop) { node.position = CGPointMake(node.position.x - 2, node.position.y); if (node.position.x < - node.frame.size.width) { node.position = CGPointMake(self.frame.size.width, node.position.y); } }]; This method first finds the child node with the name "theLabel", and as we named our label the same, it finds it and gives control to the block inside. The child that it found is a node. If it finds other nodes with the name "theLabel", it will call the same block on all of them in the order they were found. Inside the block, we change the label position by 2 pixels to the left, keeping the vertical position the same. Then, we do a check, if the position of the label from the left border of the screen is further than the length of the label, we move the label to the right-hand side of the screen. This way, we create a seamless movement that should appear to be coming out of the right-hand side as soon as the label moves off screen. But if you run the project again, you will notice that the label does not disappear. The label takes a bit longer to disappear and blinks on screen instead of moving gracefully. There are two problems with our code. The first issue is that the frame is not changing when you rotate the screen, it stays the same even if you rotate the screen. This happens because the scene size is incorrectly calculated at startup. But we will fix that using the following steps: Locate the Endless Runner project root label in the left pane with our files. It says Endless Runner, 2 targets, iOS SDK 7.0 . Select it and select the General pane on the main screen. There, find the device orientation and the checkboxes near it. Remove everything but Landscape Left and Landscape Right . We will be making our game in landscape and we don't need the Portrait mode. Next, locate your ERGViewController.m file. Find the viewDidLoad method. Copy everything after the [super viewDidLoad] call. Make a new method and add the following code: - (void) viewWillLayoutSubviews { // Configure the view. [super viewWillLayoutSubviews]; SKView * skView = (SKView *)self.view; skView.showsFPS = YES; skView.showsNodeCount = YES; // Create and configure the scene. SKScene * scene = [ERGMyScene sceneWithSize:skView.bounds.size]; scene.scaleMode = SKSceneScaleModeAspectFill; // Present the scene. [skView presentScene:scene]; } Let's see why calculations of frame size are incorrect by default. When the view has finished its load, the viewDidLoad method is getting called, but the view still doesn't have the correct frame. It is only set to the correct dimensions sometime later and it returns a portrait frame before that time. We fix this issue by setting up the scene after we get the correct frame. The second problem is the anchoring of the nodes. Unlike UIViews, which are placed on screen using their top-left corner coordinates, SKNodes are getting placed on the screen based on their anchorPoint property. The following figure explains what anchor points are. By default, the anchor point is set at (0.5, 0.5), which means that the sprite position is its center point. This comes in handy when you need to rotate the sprite, as this way it rotates around its center axis. Imagine that the square in the preceding figure is your sprite. Different anchor points mean that you use these points as the position of the sprite. The anchor point at (0, 0) means that the left-bottom corner of our sprite will be on the position of the sprite itself. If it is at (0.5, 0.5), the center of the sprite will be on the position point. Anchor points go from 0 to 1 and represent the size of the sprite. So, if you make your anchor point (0.5, 0.5), it will be exactly on sprite center. We might want to use the (0,0) anchor point for our text label. Summary In this article, we saw the different parts of the Sprite Kit project, got an idea about various objects such as scenes, nodes, and so on. Resources for Article : Further resources on this subject: Interface Designing for Games in iOS [Article] Linking OpenCV to an iOS project [Article] Creating a New iOS Social Project [Article]
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19 Dec 2013
12 min read
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Going Isometric

Packt
19 Dec 2013
12 min read
(For more resources related to this topic, see here.) Cartesian to isometric equations A very important thing to understand here is that the level data still remains the same 2D array, and we will be altering only the rendering process. Later on, we will need to update the level data to accommodate large tiles, which will contain items that are bigger than the current tile size. Our two-dimensional top-down coordinates for a tile can be called Cartesian coordinates. The relationship between Cartesian and isometric coordinates is shown in the following code: //Cartesian to isometric: x_Iso = x_Cart - y_Cart; y_Iso = ( x_Cart + y_Cart ) / 2; //Isometric to Cartesian: x_Cart = ( 2 * y_Iso + x_Iso ) / 2; y_Cart = ( 2 * y_Iso – x_Iso ) / 2; Now that is very simple isn't it? We will use an IsoHelper class for this conversion where we can pass through a point and get back to the converted point. An isometric view via a matrix transformation Although the equations are simple and straightforward, the art needed for an isometric tile is a bit complicated. The artist needs to create the rhombus-shaped tile art with pixel precision and mostly tileable in all four directions. An alternative approach is to use the square tile itself and skew them dynamically using the corresponding code. Let us try to create the isometric view for the level data with the same tiles using this approach. The transformation matrix for isometric transformation is as follows, which is essentially a rotation of 45 degrees and scaling by half in Y axis: var m:Matrix = new Matrix(1,0.5,-1,0.5,0,0); The code for the IsometricLevel class, is shared as follows. You should initialize this class from the Starling document class using new Starling (IsometricLevel, stage). The following approach just applies the isometric transformation matrix to the RenderTexture image. Minor changes in the init function are shown in the following code: var m:Matrix = new Matrix(1,0.5,-1,0.5,0,0); for(var i_int=0;i<levelData.length;i++){ for(var j_int=0;j<levelData[0].length;j++){ img=new Image(texAtlas.getTexture(paddedName(levelData[i][j]))); img.x=j*tileWidth+borderX; img.y=i*tileWidth+borderY; rTex.draw(img); } } m.translate( 300, 0 ); rTexImage.transformationMatrix = m; We apply the transformation matrix to the RenderTexture image and translate it by 300 pixels so that the whole of it is visible. Skewing will make a part of the image to be out of the visible area of the screen. We will get the following result: An alternate approach is to apply the transformation matrix to each individual tile image, find the corresponding isometric coordinates, and move and place individual tiles accordingly as shown in the following code: var m:Matrix = new Matrix(1,0.5,-1,0.5,0,0); var pt_Point=new Point(); for(var i_int=0;i<levelData.length;i++){ for(var j_int=0;j<levelData[0].length;j++){ img = new Image(texAtlas.getTexture(paddedName(levelData[i][j]))); img.transformationMatrix = m; pt.x=j*tileWidth+borderX; pt.y=i*tileWidth+borderY; pt=IsoHelper.cartToIso(pt); img.x=pt.x+300; img.y=pt.y; rTex.draw(img); } } Here, we use the convenient cartToIso(pt) conversion function of our IsoHelper class to find the corresponding isometric coordinates to our Cartesian coordinates. We are offsetting the drawing by 300 pixels to handle the skewing offset for the image. This approach will work in some cases, but not all top-down tiles can be simply skewed and made into an isometric tile. For example, consider a tree in the top-down view, it will simply look like a skewed tree graphic after we apply the isometric transformation. So, the right approach is to create an isometric tile art specifically and use isometric equations to place them correctly. Let us use the isometric tiles provided in the assets pack to create a sample level. Implementing the isometric view via isometric art Please refer to the SampleIsometricDemo source folder, which implements a sample level of our game using isometric art and the previously mentioned equations. There are some differences in the approach that I will be explaining in the following sections. Most of it has to do with the change in level data, altering the registration point of larger tiles, and handling depth. We also need to offset the image drawing so that it fits in the screen area. We use a variable called screenOffset for this purpose. The render code is as follows: var pt_Point=new Point(); for(var i_int=0;i<groundArray.length;i++){ for(var j_int=0;j<groundArray[0].length;j++){ //draw the ground img=new Image(texAtlas.getTexture(String(groundArray[i][j]).split(".")[0])); pt.x=j*tileWidth; pt.y=i*tileWidth; pt=IsoHelper.cartToIso(pt); img.x=pt.x+screenOffset.x; img.y=pt.y+screenOffset.y; rTex.draw(img); //draw overlay if(overlayArray[i][j]!="*"){ img=new Image(texAtlas.getTexture(String(overlayArray[i][j]).split(".")[0]));])); img.x=pt.x+screenOffset.x; img.y=pt.y+screenOffset.y; if(regPoints[overlayArray[i][j]]!=null){ img.x+=regPoints[overlayArray[i][j]].x; img.y-=regPoints[overlayArray[i][j]].y; } rTex.draw(img); } } } The result is shown in the following screenshot: Level data structure The level data for our isometric level is not just a simple 2D array with index numbers any more, but a combination of multiple data structures. We have a 2D array for the ground tiles, another 2D array for overlay tiles, and a dictionary to store altered registration points of the overlay tiles. Ground tiles are those tiles which exactly fit the isometric tile dimensions, which in this case is 80 x 40, and makes up the bottom-most layer of the isometric level. These tiles won't take part in any depth sorting as they are always rendered below all other items that populate the level. Overlay tiles are items which may not fit into the isometric tile dimensions and have height, for instance, buildings, trees, bushes, rocks, and so on. Some of these can be fit into tile dimensions, but are kept as such that we have various advantages using the following approach: We are free to place an overlay tile over any ground tile, which adds to flexibility We would need a lot of tiles if we try to fit overlay tiles and ground tiles together for all permutations and combinations Effects such as tinting can be applied independently to the overlay tiles Depth handling becomes much easier Overlay tiles which are smaller than the tile size reduce the game size Altering registration points Starling considers all images as rectangular blocks with their registration point at the top-left corner. The registration point is the point which can be considered as the (0,0) of that image. Traditional Flash had given us the capability to alter the registration points by embedding images inside Sprite or MovieClip. We can still do the same, but it will require unnecessary creation of a lot of Sprites. Alternately, we can use the pivotX and pivotY properties of Starling objects for the same result too. In our isometric level, we will need to precisely place overlay tiles inside the isometric grid space. An overlay tile does not have any standard size as it can be any item— a tree, building, character, and so on. So, placing them correctly is a tricky thing and very specific to the tile concerned. This leads us to have independent registration points for each overlay tile. We use a dictionary structure to save these values and use those values as offsets while placing overlay tiles. For example, we need to place a bush image, nonwalk0009.png, exactly at the middle of an isometric grid, which means moving it 12 pixels to the left and 19 pixels to the top for proper alignment. We save (12,19) as a new point inside our dictionary for ID nonwalk0009.png, as follows: regPoints["nonwalk0009.png"]=new Point(12,19); Finding a tile's precise placement point needs to involve visual interaction; hence, we will build a level editor, which makes this easier. Depth sorting An isometric view needs us to handle the depth of items manually. For ground tiles, there is no depth issue as they always form the lowest layer over which all the overlay items and characters are drawn. But overlay tiles and characters need to be drawn at specific depths for it to look appropriate. By depth, I mean the order at which the images are drawn. An image drawn later will overlap the one drawn earlier, thereby making it seem in front of the latter. For a level which does not change or without any moving items, we need to find the depth only once for the initial render. But for a level with moving characters or vehicles, we need to find every frame in the game loop and render. The current sample level does not change over time, so we can simply render the level by looping through the array. Any overlay item placed at a higher I or J value will be rendered later, and hence will be shown in front, where I and J are array indices. Thus, items placed at higher indices appear closer to the camera, that is, for the same I, a higher J is closer to the camera and vice versa. When we have a moving item, we need to find the corresponding array position it occupies based on its current screen position. By using these new found array indices, we can compare with the overlay tile's indices and decide on the drawing sequence. The code to find array indices from the screen position is as follows: //capture screen position var screenPos_Point=new Point(hero.x,hero.y); //convert to cartesian coordinates var cartPos_Point=IsoHelper.isoToCart(screenPos); //find tile indices from cartesian values var tilePos_Point=IsoHelper.getTileIndices(screenPos,tileWidth); Understanding isometric movement Isometric movement is very straightforward to implement. All we need to do is move the item in top-down Cartesian coordinates and draw it on the screen after converting into isometric coordinates. For example, if our character is at a point, heroCart in the Cartesian system, then the following code moves him/her to the right: heroCart.x+=heroSpeed; //convert to isometric coordinates heroIso=IsoHelper.cartToIso(heroCart); heroImage.x=heroIso.x; heroImage.y=heroIso.y; rTex.draw(heroImage); Detecting isometric collision Collision detection for any tile-based game is done based on tiles. When designing, we will make sure that certain tiles are walkable while certain tiles are nonwalkable, which means that the characters can move over some tiles but not over others. So, when we calculate the movements of any character, we first make sure that the character won't end up on a nonwalkable tile. Thus, after each movement, we check if the resulting position falls in a nonwalkable tile by finding array indices as mentioned previously. If the result is true, we will ignore the movement, else we will proceed with the movement and update the on-screen character position. heroCart.x+=heroSpeed; //find new tile point var tilePos_Point=IsoHelper.getTileIndices(heroCart,tileWidth); //this checks if new tile position is occupied, else proceeds if(checkWalkable(tilePos)){ //convert to isometric coordinates heroIso=IsoHelper.cartToIso(heroCart); heroImage.x=heroIso.x; heroImage.y=heroIso.y; rTex.draw(heroImage); } You may be wondering that the hero character should need some special considerations to be drawn correctly as the right depth, but by the way we draw things, it gets handled automatically. We do not allow the hero to move onto a nonwalkable tile, that is, bushes, trees, and so on. So, any tile remains walkable or nonwalkable. The character gets drawn on top of a walkable tile, which does not contain any overlay items, and hence it will occupy the right depth. In this method, a full tile has to be made either walkable or nonwalkable, but this may not be the case for all games. We may need to have tiles, which block entry from a specific direction or block exit in a particular direction as a fence along one border of a tile. In such cases, the tile is still walkable, but valid movement is also checked by tracking the direction in which the character is moving. For our game, the first method will be used along with the four-way freedom of movement. In an isometric view, movement can be either in four directions or eight directions, which in turn is called a four-way movement or an eight-way movement respectively. A four-way movement is when we move along the X or Y axis alone on the Cartesian space. An eight-way movement happens when, in addition to four - way, we also move the item diagonally. Logic still remains the same. Summary In this article, we learned about the isometric projection and the equations that help us to implement it based on the simpler Cartesian system. We implemented a sample isometric level using isometric art as well as learned about matrix-based fake isometric rendering. We analyzed the IsoHelper class, which facilitates easy conversion between Cartesian and isometric coordinates and also helps in finding array indices. We learned why altering the registration points is essential for perfectly placing the overlay tiles and we found that our level data needs to track these registration points as well. We also learned how depth sorting, collision detection, and isometric movement are done based on our tile-based approach. Resources for Article: Further resources on this subject: Introduction to Game Development Using Unity 3D [Article] Flash Game Development: Making of Astro-PANIC! [Article] Collision Detection and Physics in Panda3D Game Development [Article]
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23 Oct 2013
4 min read
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Setting Up Slick2D

Packt
23 Oct 2013
4 min read
(For more resources related to this topic, see here.) What is Slick2D? Slick2D is a multi-platform library for two dimensional game development that sits upon the LWJGL(Light-Weight Java Game Library). Slick2D simplifies the processes of game development such as game loop, rendering, updating, frame setup, and state-based game creation. It also offers some features that LWJGL does not, such as particle emitters and integration with Tiled (a map editor). Developers of all skill levels can enjoy Slick2D, as it offers a degree of simplicity that you can't find in most libraries. This simplicity not only makes it a great library for programmers but artists as well, who may not have the technical knowledge to create games in other libraries. Downloading the Slick2D and LWJGL files The Slick2D and LWJGL jar files, plus the LWJGL native files, are needed to create a Slick2D game project. The only system requirement for Slick2D is a Java JDK. To get the files, we perform the following steps: Obtaining the LWJGL files: Navigate to http://www.lwjgl.org/download.php. Download the most recent stable build. The .zip file will include both the LWJGL jar file and the native files. (This .zip file will be referenced as lwjgl.zip file.) Obtaining the Slick2D files: Due to hosting issues, the Slick2D files are being hosted by a community member at http://slick.ninjacave.com. If this site is not available, follow the alternative instructions at step 3. Click on Download. Alternative method of obtaining the Slick2D files: Navigate to https://bitbucket.org/kevglass/slick. Download the source. Build the ant script located at slick/trunk/Slick/build.xml Build it in eclipse or command line using $ ant. Setting up an eclipse project We will utilize the Eclipse IDE that can be found at http://www.eclipse.org/ when working with Slick2D in this article. You may, however, utilize other options. Perform the following these steps to set up a Slick2D project: Navigate to File | New | Java Project. Name your project and click on Finish. Create a new folder in your project and name it lib. Add two subfolders named jars and native. Place both lwjgl.jar and slick.jar in the jars subfolder inside our eclipse project. Take all the native files from lwjgl.zip and place them in the native subfolder. Copy the contents of the subfolders inside native from lwjgl.zip not the subfolders themselves. Right-click on project then click on Properties. Click on Java Build Path and navigate to the Libraries tab. Add both the jars from the project. Select and expand lwjgl.jar from the Libraries tab and click on Native library location: (None) then click on Edit and search the workspace for the native's folder. Native files The native files included in lwjgl.zip are platform-specific libraries that allow the developers to make one game that will work on all of the different platforms. What if I want my game to be platform-specific? No real benefit exists to being platform-specific with Slick2D. In the foregoing tutorial, we will establish a game as a multi-platform game. However, if you want your game to be platform-specific, you can make it platform-specific. In the previous tutorial (step 6) we took the content of each operating system's folder and put that content into our native folder. If, instead, you desire to make your game platform-specific, then instead of copying the contents of these folders, you would copy the entire folder as illustrated as follows: When defining the natives for LWJGL (step 10 in previous example), simply point towards the operating system of your choice. Summary In this article we learned tons of important things necessary to create a project in Slick2D. So far we covered: Downloading the necessary library files Setting up a project (platform-specific or multi-platform) Native files Resources for Article: Further resources on this subject: HTML5 Games Development: Using Local Storage to Store Game Data [Article] Adding Sound, Music, and Video in 3D Game Development with Microsoft Silverlight 3: Part 2 [Article] Adding Finesse to Your Game [Article]
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05 Sep 2013
10 min read
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Cocos2d-x: Installation

Packt
05 Sep 2013
10 min read
(For more resources related to this topic, see here.) Download and installation All the examples in this article were developed on a Mac using Xcode. Although you can use Cocos2d-x to develop your games for other platforms, using different systems, the examples will focus on iOS and Mac. Xcode is free and can be downloaded from the Mac App store (https://developer.apple.com/xcode/index.php), but in order to test your code on an iOS device and publish your games, you will need a developer account with Apple, which will cost you USD 99 a year. You can find more information on their website: https://developer.apple.com/ So, assuming you have an internet connection, and that Xcode is ready to rock, let's begin! Time for action – downloading and installing Cocos2d-x We start by downloading the framework: Go to http://download.cocos2d-x.org/ and download the latest stable version of Cocos2d-x. For this article I'll be using version Cocos2d-2.0-x-2.0.4, which means the 2.0.4 C++ port of version 2.0 of Cocos2d. Uncompress the files somewhere on your machine. Open Terminal and type cd (that is cd and a space). Drag the uncompressed folder you just downloaded to the Terminal window. You should see the path to the folder added to the command line. Hit returnto go to that folder in Terminal. Now type: sudo ./install-templates-xcode.sh -u Hit return again and you're done. What just happened? You have successfully installed the Cocos2d-x templates in your machine. With these in place, you can select the type of Cocos2d-x application you wish to build inside Xcode, and the templates will take care of copying all the necessary files into your application. Next, open Xcode and select Create a new Xcode Project.You should see something like this: So let's build our first application. Hello-x World-x Let's create that old chestnut in computer programming: the hello world example. Time for action – creating an application Open Xcode and select File | New | Project... and follow these steps: In the dialogue box select cocos2d-x under the iOS menu and choose the cocos2dx template. Hit Next . Give the application a name, but not HelloWorld. I'll show you why in a second. You will be then asked to select a place to save the project and you are done. Once your application is ready, click Run to build it. After that, this is what you should see in the simulator: When you run a cocos2d-x application in Xcode it is quite common for the program to post some warnings regarding your code, or most likely the frameworks. These will mostly reference deprecated methods, or statements that do not precisely follow more recent, and stricter rules of the current SDK. But that's okay. These warnings, though certainly annoying, can be ignored. What just happened? You created your first Cocos2d-x application using the cocos2dx template, sometimes referred to as the basic template. The other template options include one with Box2D, one with Chipmunk (both related to physics simulation), one with JavaScript, and one with Lua. The last two options allow you to code some or all of your game using those script languages instead of the native C++; and they work just as you would expect a scripting language to work, meaning the commands written in either Javascript or Lua are actually replaced and interpreted as C++ commands by the compiler. Now if you look at the files created by the basic template you will see a HelloWorldScene class file. That's the reason I didn't want you to call your application HelloWorld, because I didn't want you to have the impression that the file name was based on your project name. It isn't. You will always get a HelloWorldScene file unless you change the template itself. Now let's go over the sample application and its files: The folder structure First you have the Resources folder, where you find the images used by the application. The ios folder has the necessary underlying connections between your app and iOS. For other platforms, you will have their necessary linkage files in separate folders targeting their respective platform (like an android folder the Android platform, for instance.) In the libs folder you have all the cocos2dx files, plus CocosDenshion files (for sound support) and a bunch of other extensions. Using a different template for your projects will result in a different folder structure here, based on what needs to be added to your project. So you will see a Box2D folder, for example, if you choose the Box2D template. In the Classes folder you have your application. In here, everything is written in C++ and this is the home for the part of your code that will hopefully not need to change, however many platforms you target with your application. Now let us go over the main classes of the basic application. The iOS linkage classes AppController and RootViewController are responsible for setting up OpenGL in iOS as well as telling the underlying operating system that your application is about to say Hello... To the World. These classes are written with a mix of Objective-C and C++, as all the nice brackets and the .mm extensions show. You will change very little if anything in these classes; and again that will reflect in changes to the way iOS handles your application. So other targets would require the same instructions or none at all depending on the target. In AppController for instance, I could add support for multitouch. And in RootViewController, I could limit the screen orientations supported by my application. The AppDelegate class This class marks the first time your C++ app will talk to the underlying OS. It attempts to map the main events that mobile devices wants to dispatch and listen to. From here on, all your application will be written in C++ (unless you need something else). In AppDelegate you should setup CCDirector (the cocos2d-x all powerful singleton manager object) to run your application just the way you want. You can: Get rid of the application status information Change the frame rate of your application Tell CCDirector where your high definition images are, and where your standard definition images are, as well as which to use You can change the overall scale of your application to suit different screens The AppDelegate class is also the best place to start any preloading process And, most importantly, it is here you tell the CCDirector object what CCScene to begin your application with Here too you will handle what happens to your application if the OS decides to kill it, push it aside, or hang it upside down to dry. All you need to do is place your logic inside the correct event handler: applicationDidEnterBackground or applicationWillEnterForeground. The HelloWorldScene class When you run the application you get a screen with the words Hello World and a bunch of numbers in one corner. These are the display stats you decided you wanted around in the AppDelegate class. The actual screen is created by the oddly named HelloWorldScene class. It is a Layer class that creates its own scene (don't worry if you don't know what a Layer class is, or a Scene class, you will soon enough). When it initializes, HelloWorldScene puts a button on screen that you can press to exit the application. The button is actually a Menu item, part of a Menu group consisting of one button, two image states for that button, and one callback event, triggered when the said button is pressed. The Menu group automatically handles touch events targeting its members, so you don't get to see any of that code floating about. There is also the necessary Label object to show the Hello World message and the background image. Who begets whom If you never worked with either Cocos2d or Cocos2d-x before, the way the initial scene() method is instantiated may lead to dizziness. To recap, in AppDelegate you have: CCScene *pScene = HelloWorld::scene(); pDirector->runWithScene(pScene); CCDirector needs a CCScene object to run, which you can think of as being your application, basically. CCScene needs something to show, which in this case is a CCLayer class. CCScene is then said to contain a CCLayer class. Here a CCScene object is created through a static method scene inside a CCLayer derived class. So the layer creates the scene, and the scene immediately adds the layer to itself. Huh? Relax. This incestuous-like instantiation will most likely only happen once, and you have nothing to do with it when it happens. So you can easily ignore all these funny goings-on and look the other way. I promise instantiations will be much easier after this first one. Further information Follow these steps to access one of the best sources for reference material on Cocos2d-x: its Test project. Time for action – running the test samples You open the test project just like you would do for any other Xcode project: Go inside the folder you downloaded for the framework, and navigate to samples/TestCpp/proj.ios/TestCpp.xcodeproj. Open that project in Xcode. When you run the project, you will see inside the simulator a long list of tests, all nicely organized by topic. Pick any one to review. Better yet, navigate to samples/TestCpp/Classes and if you have a program like TextWrangler or some equivalent, you can open that entire directory inside a Disk Browser window and have all that information ready for referencing right at your desktop. What just happened? With the test samples you can visualize most features in Cocos2d-x and see what they do, as well as some of the ways you can initialize and customize them. I will refer to the code found in the tests quite often. As usual with programming, there is always a different way to accomplish a given task, so sometimes after showing you one way, I'll refer to another one that you can find (and by then easily understand) inside the Test classes. The other tools Now comes the part where you may need to spend a bit more money to get some extremely helpful tools. In this articles examples I use four of them: A tool to help build sprite sheets: I'll use Texture Packer (http://www.codeandweb.com/texturepacker). There are other alternatives, like Zwoptex (http://zwopple.com/zwoptex/). And they usually offer some features for free. A tool to help build particle effects: I'll use Particle Designer (http://www.71squared.com/en/particledesigner). Depending on your operating system you may find free tools online for this. Cocos2d-x comes bundled with some common particle effects that you can customize. But to do it blindly is a process I do not recommend. A tool to help build bitmap fonts: I'll use Glyph Designer (http://www.71squared.com/en/glyphdesigner). But there are others: bmGlyph (which is not as expensive), FontBuilder (which is free). It is not extremely hard to build a Bitmap font by hand, not nearly as hard as building a particle effect from scratch, but doing it once is enough to convince you to get one of these tools fast. A tool to produce sound effects: No contest. cfxr for Mac or the original sfxr for Windows. Both are free (http://www.drpetter.se/project_sfxr.html and http://thirdcog.eu/apps/cfxr respectively). Summary You just learned how to install Cocos2d-x templates and create a basic application. You also learned enough of the structure of a basic Cocos2d-x application to get started to build your first game. Resources for Article: Further resources on this subject: Getting Started With Cocos2d [Article] Cocos2d: Working with Sprites [Article] Cocos2d for iPhone: Surfing Through Scenes [Article]
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10 Jul 2013
21 min read
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Data-driven Design

Packt
10 Jul 2013
21 min read
(For more resources related to this topic, see here.) Loading XML files I have chosen to use XML files because they are so easy to parse. We are not going to write our own XML parser, rather we will use an open source library called TinyXML. TinyXML was written by Lee Thomason and is available under the zlib license from http://sourceforge.net/projects/tinyxml/. Once downloaded the only setup we need to do is to include a few of the files in our project: tinyxmlerror.cpp tinyxmlparser.cpp tinystr.cpp tinystr.h tinyxml.cpp tinyxml.h Also, at the top of tinyxml.h, add this line of code: #define TIXML_USE_STL By doing this we ensure that we are using the STL versions of the TinyXML functions. We can now go through a little of how an XML file is structured. It's actually fairly simple and we will only give a brief overview to help you get up to speed with how we will use it. Basic XML structure Here is a basic XML file: <?xml version="1.0" ?> <ROOT> <ELEMENT> </ELEMENT> </ROOT> The first line of the file defines the format of the XML file. The second line is our Root element; everything else is a child of this element. The third line is the first child of the root element. Now let's look at a slightly more complicated XML file: <?xml version="1.0" ?> <ROOT> <ELEMENTS> <ELEMENT>Hello,</ELEMENT> <ELEMENT> World!</ELEMENT> </ELEMENTS> </ROOT> As you can see we have now added children to the first child element. You can nest as many children as you like. But without a good structure, your XML file may become very hard to read. If we were to parse the above file, here are the steps we would take: Load the XML file. Get the root element, <ROOT>. Get the first child of the root element, <ELEMENTS>. For each child, <ELEMENT> of <ELEMENTS>, get the content. Close the file. Another useful XML feature is the use of attributes. Here is an example: <ROOT> <ELEMENTS> <ELEMENT text="Hello,"/> <ELEMENT text=" World!"/> </ELEMENTS> </ROOT> We have now stored the text we want in an attribute named text. When this file is parsed, we would now grab the text attribute for each element and store that instead of the content between the <ELEMENT></ELEMENT> tags. This is especially useful for us as we can use attributes to store lots of different values for our objects. So let's look at something closer to what we will use in our game: <?xml version="1.0" ?> <STATES> <!--The Menu State--> <MENU> <TEXTURES> <texture filename="button.png" ID="playbutton"/> <texture filename="exit.png" ID="exitbutton"/> </TEXTURES> <OBJECTS> <object type="MenuButton" x="100" y="100" width="400" height="100" textureID="playbutton"/> <object type="MenuButton" x="100" y="300" width="400" height="100" textureID="exitbutton"/> </OBJECTS> </MENU> <!--The Play State--> <PLAY> </PLAY> <!-- The Game Over State --> <GAMEOVER> </GAMEOVER> </STATES> This is slightly more complex. We define each state in its own element and within this element we have objects and textures with various attributes. These attributes can be loaded in to create the state. With this knowledge of XML you can easily create your own file structures if what we cover within this book is not to your needs. Implementing Object Factories We are now armed with a little XML knowledge but before we move forward, we are going to take a look at Object Factories. An object factory is a class that is tasked with the creation of our objects. Essentially, we tell the factory the object we would like it to create and it goes ahead and creates a new instance of that object and then returns it. We can start by looking at a rudimentary implementation: GameObject* GameObjectFactory::createGameObject(ID id) { switch(id) { case "PLAYER": return new Player(); break; case "ENEMY": return new Enemy(); break; // lots more object types } } This function is very simple. We pass in an ID for the object and the factory uses a big switch statement to look it up and return the correct object. Not a terrible solution but also not a particularly good one, as the factory will need to know about each type it needs to create and maintaining the switch statement for many different objects would be extremely tedious. We want this factory not to care about which type we ask for. It shouldn't need to know all of the specific types we want it to create. Luckily this is something that we can definitely achieve. Using Distributed Factories Through the use of Distributed Factories we can make a generic object factory that will create any of our types. Distributed factories allow us to dynamically maintain the types of objects we want our factory to create, rather than hard code them into a function (like in the preceding simple example). The approach we will take is to have the factory contain std::map that maps a string (the type of our object) to a small class called Creator whose only purpose is the creation of a specific object. We will register a new type with the factory using a function that takes a string (the ID) and a Creator class and adds them to the factory's map. We are going to start with the base class for all the Creator types. Create GameObjectFactory.h and declare this class at the top of the file. #include <string> #include <map> #include "GameObject.h" class BaseCreator { public: virtual GameObject* createGameObject() const = 0; virtual ~BaseCreator() {} }; We can now go ahead and create the rest of our factory and then go through it piece by piece. class GameObjectFactory { public: bool registerType(std::string typeID, BaseCreator* pCreator) { std::map<std::string, BaseCreator*>::iterator it = m_creators.find(typeID); // if the type is already registered, do nothing if(it != m_creators.end()) { delete pCreator; return false; } m_creators[typeID] = pCreator; return true; } GameObject* create(std::string typeID) { std::map<std::string, BaseCreator*>::iterator it = m_creators.find(typeID); if(it == m_creators.end()) { std::cout << "could not find type: " << typeID << "n"; return NULL; } BaseCreator* pCreator = (*it).second; return pCreator->createGameObject(); } private: std::map<std::string, BaseCreator*> m_creators; }; This is quite a small class but it is actually very powerful. We will cover each part separately starting with std::map m_creators. std::map<std::string, BaseCreator*> m_creators; This map holds the important elements of our factory, the functions of the class essentially either add or remove from this map. This becomes apparent when we look at the registerType function: bool registerType(std::string typeID, BaseCreator* pCreator) This function takes the ID we want to associate the object type with (as a string), and the creator object for that class. The function then attempts to find the type using the std::mapfind function: std::map<std::string, BaseCreator*>::iterator it = m_creators.find(typeID); If the type is found then it is already registered. The function then deletes the passed in pointer and returns false: if(it != m_creators.end()) { delete pCreator; return false; } If the type is not already registered then it can be assigned to the map and then true is returned: m_creators[typeID] = pCreator; return true; } As you can see, the registerType function is actually very simple; it is just a way to add types to the map. The create function is very similar: GameObject* create(std::string typeID) { std::map<std::string, BaseCreator*>::iterator it = m_creators.find(typeID); if(it == m_creators.end()) { std::cout << "could not find type: " << typeID << "n"; return 0; } BaseCreator* pCreator = (*it).second; return pCreator->createGameObject(); } The function looks for the type in the same way as registerType does, but this time it checks whether the type was not found (as opposed to found). If the type is not found we return 0, and if the type is found then we use the Creator object for that type to return a new instance of it as a pointer to GameObject. It is worth noting that the GameObjectFactory class should probably be a singleton. We won't cover how to make it a singleton in this article. Try implementing it yourself or see how it is implemented in the source code download. Fitting the factory into the framework With our factory now in place, we can start altering our GameObject classes to use it. Our first step is to ensure that we have a Creator class for each of our objects. Here is one for Player: class PlayerCreator : public BaseCreator { GameObject* createGameObject() const { return new Player(); } }; This can be added to the bottom of the Player.h file. Any object we want the factory to create must have its own Creator implementation. Another addition we must make is to move LoaderParams from the constructor to their own function called load. This stops the need for us to pass the LoaderParams object to the factory itself. We will put the load function into the GameObject base class, as we want every object to have one. class GameObject { public: virtual void draw()=0; virtual void update()=0; virtual void clean()=0; // new load function virtual void load(const LoaderParams* pParams)=0; protected: GameObject() {} virtual ~GameObject() {} }; Each of our derived classes will now need to implement this load function. The SDLGameObject class will now look like this: SDLGameObject::SDLGameObject() : GameObject() { } voidSDLGameObject::load(const LoaderParams *pParams) { m_position = Vector2D(pParams->getX(),pParams->getY()); m_velocity = Vector2D(0,0); m_acceleration = Vector2D(0,0); m_width = pParams->getWidth(); m_height = pParams->getHeight(); m_textureID = pParams->getTextureID(); m_currentRow = 1; m_currentFrame = 1; m_numFrames = pParams->getNumFrames(); } Our objects that derive from SDLGameObject can use this load function as well; for example, here is the Player::load function: Player::Player() : SDLGameObject() { } void Player::load(const LoaderParams *pParams) { SDLGameObject::load(pParams); } This may seem a bit pointless but it actually saves us having to pass through LoaderParams everywhere. Without it, we would need to pass LoaderParams through the factory's create function which would then in turn pass it through to the Creator object. We have eliminated the need for this by having a specific function that handles parsing our loading values. This will make more sense once we start parsing our states from a file. We have another issue which needs rectifying; we have two classes with extra parameters in their constructors (MenuButton and AnimatedGraphic). Both classes take an extra parameter as well as LoaderParams. To combat this we will add these values to LoaderParams and give them default values. LoaderParams(int x, int y, int width, int height, std::string textureID,int numFrames, int callbackID = 0, int animSpeed = 0) : m_x(x), m_y(y), m_width(width), m_height(height), m_textureID(textureID), m_numFrames(numFrames), m_callbackID(callbackID), m_animSpeed(animSpeed) { } In other words, if the parameter is not passed in, then the default values will be used (0 in both cases). Rather than passing in a function pointer as MenuButton did, we are using callbackID to decide which callback function to use within a state. We can now start using our factory and parsing our states from an XML file. Parsing states from an XML file The file we will be parsing is the following (test.xml in source code downloads): <?xml version="1.0" ?> <STATES> <MENU> <TEXTURES> <texture filename="assets/button.png" ID="playbutton"/> <texture filename="assets/exit.png" ID="exitbutton"/> </TEXTURES> <OBJECTS> <object type="MenuButton" x="100" y="100" width="400" height="100" textureID="playbutton" numFrames="0" callbackID="1"/> <object type="MenuButton" x="100" y="300" width="400" height="100" textureID="exitbutton" numFrames="0" callbackID="2"/> </OBJECTS> </MENU> <PLAY> </PLAY> <GAMEOVER> </GAMEOVER> </STATES> We are going to create a new class that parses our states for us called StateParser. The StateParser class has no data members, it is to be used once in the onEnter function of a state and then discarded when it goes out of scope. Create a StateParser.h file and add the following code: #include <iostream> #include <vector> #include "tinyxml.h" class GameObject; class StateParser { public: bool parseState(const char* stateFile, std::string stateID, std::vector<GameObject*> *pObjects); private: void parseObjects(TiXmlElement* pStateRoot, std::vector<GameObject*> *pObjects); void parseTextures(TiXmlElement* pStateRoot, std::vector<std::string> *pTextureIDs); }; We have three functions here, one public and two private. The parseState function takes the filename of an XML file as a parameter, along with the current stateID value and a pointer to std::vector of GameObject* for that state. The StateParser.cpp file will define this function: bool StateParser::parseState(const char *stateFile, string stateID, vector<GameObject *> *pObjects, std::vector<std::string> *pTextureIDs) { // create the XML document TiXmlDocument xmlDoc; // load the state file if(!xmlDoc.LoadFile(stateFile)) { cerr << xmlDoc.ErrorDesc() << "n"; return false; } // get the root element TiXmlElement* pRoot = xmlDoc.RootElement(); // pre declare the states root node TiXmlElement* pStateRoot = 0; // get this states root node and assign it to pStateRoot for(TiXmlElement* e = pRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == stateID) { pStateRoot = e; } } // pre declare the texture root TiXmlElement* pTextureRoot = 0; // get the root of the texture elements for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == string("TEXTURES")) { pTextureRoot = e; } } // now parse the textures parseTextures(pTextureRoot, pTextureIDs); // pre declare the object root node TiXmlElement* pObjectRoot = 0; // get the root node and assign it to pObjectRoot for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == string("OBJECTS")) { pObjectRoot = e; } } // now parse the objects parseObjects(pObjectRoot, pObjects); return true; } There is a lot of code in this function so it is worth covering in some depth. We will note the corresponding part of the XML file, along with the code we use, to obtain it. The first part of the function attempts to load the XML file that is passed into the function: // create the XML document TiXmlDocument xmlDoc; // load the state file if(!xmlDoc.LoadFile(stateFile)) { cerr << xmlDoc.ErrorDesc() << "n"; return false; } It displays an error to let you know what happened if the XML loading fails. Next we must grab the root node of the XML file: // get the root element TiXmlElement* pRoot = xmlDoc.RootElement(); // <STATES> The rest of the nodes in the file are all children of this root node. We must now get the root node of the state we are currently parsing; let's say we are looking for MENU: // declare the states root node TiXmlElement* pStateRoot = 0; // get this states root node and assign it to pStateRoot for(TiXmlElement* e = pRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == stateID) { pStateRoot = e; } } This piece of code goes through each direct child of the root node and checks if its name is the same as stateID. Once it finds the correct node it assigns it to pStateRoot. We now have the root node of the state we want to parse. <MENU> // the states root node Now that we have a pointer to the root node of our state we can start to grab values from it. First we want to load the textures from the file so we look for the <TEXTURE> node using the children of the pStateRoot object we found before: // pre declare the texture root TiXmlElement* pTextureRoot = 0; // get the root of the texture elements for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == string("TEXTURES")) { pTextureRoot = e; } } Once the <TEXTURE> node is found, we can pass it into the private parseTextures function (which we will cover a little later). parseTextures(pTextureRoot, std::vector<std::string> *pTextureIDs); The function then moves onto searching for the <OBJECT> node and, once found, it passes it into the private parseObjects function. We also pass in the pObjects parameter: // pre declare the object root node TiXmlElement* pObjectRoot = 0; // get the root node and assign it to pObjectRoot for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { if(e->Value() == string("OBJECTS")) { pObjectRoot = e; } } parseObjects(pObjectRoot, pObjects); return true; } At this point our state has been parsed. We can now cover the two private functions, starting with parseTextures. void StateParser::parseTextures(TiXmlElement* pStateRoot, std::vector<std::string> *pTextureIDs) { for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { string filenameAttribute = e->Attribute("filename"); string idAttribute = e->Attribute("ID"); pTextureIDs->push_back(idAttribute); // push into list TheTextureManager::Instance()->load(filenameAttribute, idAttribute, TheGame::Instance()->getRenderer()); } } This function gets the filename and ID attributes from each of the texture values in this part of the XML: <TEXTURES> <texture filename="button.png" ID="playbutton"/> <texture filename="exit.png" ID="exitbutton"/> </TEXTURES> It then adds them to TextureManager. TheTextureManager::Instance()->load(filenameAttribute, idAttribute, TheGame::Instance()->getRenderer()); The parseObjects function is quite a bit more complicated. It creates objects using our GameObjectFactory function and reads from this part of the XML file: <OBJECTS> <object type="MenuButton" x="100" y="100" width="400" height="100" textureID="playbutton" numFrames="0" callbackID="1"/> <object type="MenuButton" x="100" y="300" width="400" height="100" textureID="exitbutton" numFrames="0" callbackID="2"/> </OBJECTS> The parseObjects function is defined like so: void StateParser::parseObjects(TiXmlElement *pStateRoot, std::vector<GameObject *> *pObjects) { for(TiXmlElement* e = pStateRoot->FirstChildElement(); e != NULL; e = e->NextSiblingElement()) { int x, y, width, height, numFrames, callbackID, animSpeed; string textureID; e->Attribute("x", &x); e->Attribute("y", &y); e->Attribute("width",&width); e->Attribute("height", &height); e->Attribute("numFrames", &numFrames); e->Attribute("callbackID", &callbackID); e->Attribute("animSpeed", &animSpeed); textureID = e->Attribute("textureID"); GameObject* pGameObject = TheGameObjectFactory::Instance() ->create(e->Attribute("type")); pGameObject->load(new LoaderParams (x,y,width,height,textureID,numFrames,callbackID, animSpeed)); pObjects->push_back(pGameObject); } } First we get any values we need from the current node. Since XML files are pure text, we cannot simply grab ints or floats from the file. TinyXML has functions with which you can pass in the value you want to be set and the attribute name. For example: e->Attribute("x", &x); This sets the variable x to the value contained within attribute "x". Next comes the creation of a GameObject * class using the factory. GameObject* pGameObject = TheGameObjectFactory::Instance()->create(e->Attribute("type")); We pass in the value from the type attribute and use that to create the correct object from the factory. After this we must use the load function of GameObject to set our desired values using the values loaded from the XML file. pGameObject->load(new LoaderParams(x,y,width,height,textureID,numFrames,callbackID)); And finally we push pGameObject into the pObjects array, which is actually a pointer to the current state's object vector. pObjects->push_back(pGameObject); Loading the menu state from an XML file We now have most of our state loading code in place and can make use of this in the MenuState class. First we must do a little legwork and set up a new way of assigning the callbacks to our MenuButton objects, since this is not something we could pass in from an XML file. The approach we will take is to give any object that wants to make use of a callback an attribute named callbackID in the XML file. Other objects do not need this value and LoaderParams will use the default value of 0. The MenuButton class will make use of this value and pull it from its LoaderParams, like so: void MenuButton::load(const LoaderParams *pParams) { SDLGameObject::load(pParams); m_callbackID = pParams->getCallbackID(); m_currentFrame = MOUSE_OUT; } The MenuButton class will also need two other functions, one to set the callback function and another to return its callback ID: void setCallback(void(*callback)()) { m_callback = callback;} int getCallbackID() { return m_callbackID; } Next we must create a function to set callbacks. Any state that uses objects with callbacks will need an implementation of this function. The most likely states to have callbacks are menu states, so we will rename our MenuState class to MainMenuState and make MenuState an abstract class that extends from GameState. The class will declare a function that sets the callbacks for any items that need it and it will also have a vector of the Callback objects as a member; this will be used within the setCallbacks function for each state. class MenuState : public GameState { protected: typedef void(*Callback)(); virtual void setCallbacks(const std::vector<Callback>& callbacks) = 0; std::vector<Callback> m_callbacks; }; The MainMenuState class (previously MenuState) will now derive from this MenuState class. #include "MenuState.h" #include "GameObject.h" class MainMenuState : public MenuState { public: virtual void update(); virtual void render(); virtual bool onEnter(); virtual bool onExit(); virtual std::string getStateID() const { return s_menuID; } private: virtual void setCallbacks(const std::vector<Callback>& callbacks); // call back functions for menu items static void s_menuToPlay(); static void s_exitFromMenu(); static const std::string s_menuID; std::vector<GameObject*> m_gameObjects; }; Because MainMenuState now derives from MenuState, it must of course declare and define the setCallbacks function. We are now ready to use our state parsing to load the MainMenuState class. Our onEnter function will now look like this: bool MainMenuState::onEnter() { // parse the state StateParser stateParser; stateParser.parseState("test.xml", s_menuID, &m_gameObjects, &m_textureIDList); m_callbacks.push_back(0); //pushback 0 callbackID start from 1 m_callbacks.push_back(s_menuToPlay); m_callbacks.push_back(s_exitFromMenu); // set the callbacks for menu items setCallbacks(m_callbacks); std::cout << "entering MenuStaten"; return true; } We create a state parser and then use it to parse the current state. We push any callbacks into the m_callbacks array inherited from MenuState. Now we need to define the setCallbacks function: void MainMenuState::setCallbacks(const std::vector<Callback>& callbacks) { // go through the game objects for(int i = 0; i < m_gameObjects.size(); i++) { // if they are of type MenuButton then assign a callback based on the id passed in from the file if(dynamic_cast<MenuButton*>(m_gameObjects[i])) { MenuButton* pButton = dynamic_cast<MenuButton*>(m_gameObjects[i]); pButton->setCallback(callbacks[pButton->getCallbackID()]); } } } We use dynamic_cast to check whether the object is a MenuButton type; if it is then we do the actual cast and then use the objects callbackID as the index into the callbacks vector and assign the correct function. While this method of assigning callbacks could be seen as not very extendable and could possibly be better implemented, it does have a redeeming feature; it allows us to keep our callbacks inside the state they will need to be called from. This means that we won't need a huge header file with all of the callbacks in. One last alteration we need is to add a list of texture IDs to each state so that we can clear all of the textures that were loaded for that state. Open up GameState.h and we will add a protected variable. protected: std::vector<std::string> m_textureIDList; We will pass this into the state parser in onEnter and then we can clear any used textures in the onExit function of each state, like so: // clear the texture manager for(int i = 0; i < m_textureIDList.size(); i++) { TheTextureManager::Instance()-> clearFromTextureMap(m_textureIDList[i]); } Before we start running the game we need to register our MenuButton type with the GameObjectFactory. Open up Game.cpp and in the Game::init function we can register the type. TheGameObjectFactory::Instance()->registerType("MenuButton", new MenuButtonCreator()); We can now run the game and see our fully data-driven MainMenuState.
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Packt
10 Jul 2013
24 min read
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Warfare Unleashed Implementing Gameplay

Packt
10 Jul 2013
24 min read
(For more resources related to this topic, see here.) Equipping the entities The SceneNode base class was inherited by the Entity class. Entities are the central part of this chapter. It's all about the interaction between entities of different kinds. Before starting to implement all those interactions, it is reasonable to think about crucial properties our entities need to have. Introducing hitpoints Since, we are preparing our airplanes for the battlefield, we need to provide them with new specific attributes. To our class definition of Entity, we add a new member variable that memorizes the current hitpoints. Hitpoints ( HP ) are a measure for the hull integrity of an entity; the entity is destroyed as soon as the hitpoints reach or fall below zero. In addition to the member variable, we provide member functions that allow the modification of the hitpoints. We do not provide direct write access, however, the hitpoints can be decreased (the plane is damaged) or increased (the plane is repaired). Also, a destroy() function instantly destroys the entity. class Entity : public SceneNode{public:explicit Entity(int hitpoints);void repair(int points);void damage(int points);void destroy();int getHitpoints() const;bool isDestroyed() const;...private:int mHitpoints;...}; The implementation is as expected: repair() adds the specified hitpoints, damage() subtracts them, and destroy() sets them to zero. Storing entity attributes in data tables In our game, there are already two different airplanes with different attributes. For this chapter, we introduce a third one to make the game more interesting. With an increasing amount of new aircraft types, attributes such as speed, hitpoints, used texture, or fire rate may vary strongly among them. We need to think of a way to store those properties in a central place, allowing easy access to them. What we clearly want to avoid are case differentiations in every Aircraft method, since this makes the local logic code less readable, and spreads the attributes across different functions. Instead of if/else cascades or switch statements, we can store the attributes in a central table, and just access the table every time we need an attribute. Let's define the type of such a table entry in the case of an airplane. We choose the simplest way, and have a structure AircraftData with all members public. This type is defined in the file DataTables.hpp. struct AircraftData{int hitpoints;float speed;Textures::ID texture;}; While AircraftData is a single table entry, the whole table is represented as a sequence of entries, namely std::vector<AircraftData>. Next, we write a function that initializes the table for different aircraft types. We begin to define a vector of the correct size (Aircraft::TypeCount is the last enumerator of the enum Aircraft::Type, it contains the number of different aircraft types). Since the enumerators are consecutive and begin at zero, we can use them as indices in our STL container. We thus initialize all the attributes for different airplanes, and eventually return the filled table. std::vector<AircraftData> initializeAircraftData(){std::vector<AircraftData> data(Aircraft::TypeCount);data[Aircraft::Eagle].hitpoints = 100;data[Aircraft::Eagle].speed = 200.f;data[Aircraft::Eagle].texture = Textures::Eagle;data[Aircraft::Raptor].hitpoints = 20;data[Aircraft::Raptor].speed = 80.f;data[Aircraft::Raptor].texture = Textures::Raptor;...return data;} The global function initializeAircraftData() is declared in DataTables.hpp and defined in DataTables.cpp. It is used inside Aircraft.cpp, to initialize a global constant Table. This constant is declared locally in the .cpp file, so only the Aircraft internals can access it. In order to avoid name collisions in other files, we use an anonymous namespace. namespace{const std::vector<AircraftData> Table = initializeAircraftData();} Inside the Aircraft methods, we can access a constant attribute of the own plane type using the member variable mType as index. For example, Table[mType].hitpoints denotes the maximal hitpoints of the current aircraft. Data tables are only the first step of storing gameplay constants. For more flexibility, and to avoid recompiling the application, you can also store these constants externally, for example, in a simple text file or using a specific file format. The application initially loads these files, parses the values, and fills the data tables accordingly. Nowadays, it is very common to load gameplay information from external resources. There are text-based formats such as YAML or XML, as well as, many application-specific text and binary formats. There are also well-known C++ libraries such as Boost.Serialize (www.boost. org) that help with loading and saving data structures from C++. One possibility that has recently gained popularity consists of using script languages, most notably Lua (www.lua.org), in addition to C++. This has the advantage that not only constant data, but dynamic functionality can be outsourced and loaded during runtime. Displaying text We would like to add some text on the display, for example, to show the hitpoints or ammunition of different entities. Since this text information is supposed to be shown next to the entity, it stands to reason to attach it to the corresponding scene node. We therefore, create a TextNode class which inherits SceneNode as shown in the following code: class TextNode : public SceneNode{public:explicit TextNode(const FontHolder& fonts,const std::string& text);void setString(const std::string& text);private:virtual void drawCurrent(sf::RenderTarget& target,sf::RenderStates states) const;private:sf::Text mText;}; The implementation of the functions is not complicated. The SFML class sf::Text provides most of what we need. In the TextNode constructor, we retrieve the font from the resource holder and assign it to the text. TextNode::TextNode(const FontHolder& fonts, const std::string& text){mText.setFont(fonts.get(Fonts::Main));mText.setCharacterSize(20);setString(text);} The function to draw the text nodes just forwards the call to the SFML render target, as you know it from sprites. void TextNode::drawCurrent(sf::RenderTarget& target, sf::RenderStatesstates) const{target.draw(mText, states);} For the interface, mainly the following method is interesting. It assigns a new string to the text node, and automatically adapts to its size. centerOrigin() is a utility function we wrote; it sets the object's origin to its center, which simplifies positioning a lot. void TextNode::setString(const std::string& text){mText.setString(text);centerOrigin(mText);} In the Aircraft constructor, we create a text node and attach it to the aircraft itself. We keep a pointer mHealthDisplay as a member variable and let it point to the attached node. std::unique_ptr<TextNode> healthDisplay(new TextNode(fonts, ""));mHealthDisplay = healthDisplay.get();attachChild(std::move(healthDisplay)); In the method Aircraft::update(), we check for the current hitpoints, and convert them to a string, using our custom toString() function. The text node's string and relative position are set. Additionally, we set the text node's rotation to the negative aircraft rotation, which compensates the rotation in total. We do this in order to have the text always upright, independent of the aircraft's orientation. mHealthDisplay->setString(toString(getHitpoints()) + " HP");mHealthDisplay->setPosition(0.f, 50.f);mHealthDisplay->setRotation(-getRotation()); Creating enemies Enemies are other instances of the Aircraft class. They appear at the top of the screen and move downwards, until they fly past the bottom of the screen. Most properties are the same for the player and enemies, so we only explain the new aircraft functionality. Movement patterns By default, enemies fly downwards in a straight line. But it would be nice if different enemies moved differently, giving the feeling of a very basic artificial intelligence ( AI ). Thus, we introduce specific movement patterns. Such a pattern can be described as a sequence of directions to which the enemy airplane heads. A direction consists of an angle and a distance. struct Direction{Direction(float angle, float distance);float angle;float distance;}; Our data table for aircraft gets a new entry for the sequence of directions as shown in following code: struct AircraftData{int hitpoints;float speed;Textures::ID texture;std::vector<Direction> directions;}; Let's implement a zigzag movement pattern for the Raptor plane. First, it steers for 80 units in 45 degrees direction. Then, the angle changes to -45 degrees, and the plane traverses 160 units back. Last, it moves again 80 units in +45 degrees direction, until it arrives at its original x position. data[Aircraft::Raptor].directions.push_back(Direction( 45, 80));data[Aircraft::Raptor].directions.push_back(Direction(-45, 160));data[Aircraft::Raptor].directions.push_back(Direction( 45, 80)); For the Avenger plane, we use a slightly more complex pattern: it is essentially a zigzag, but between the two diagonal movements, the plane moves straight for 50 units. data[Aircraft::Avenger].directions.push_back(Direction(+45, 50));data[Aircraft::Avenger].directions.push_back(Direction( 0, 50));data[Aircraft::Avenger].directions.push_back(Direction(-45, 100));data[Aircraft::Avenger].directions.push_back(Direction( 0, 50));data[Aircraft::Avenger].directions.push_back(Direction(+45, 50)); The following figure shows the sequence of directions for both planes; the Raptor plane is located on the left, Avenger on the right: This way of defining movement is very simple, yet it enables a lot of possibilities. You can let the planes fly in any direction (also sideward or backwards); you can even approximate curves when using small intervals. Now, we look at the logic we have to implement to follow these movement patterns. To the Aircraft class, we add two member variables: mTravelledDistance, which denotes the distance already travelled for each direction, and mDirectionIndex, to know which direction the plane is currently taking. First, we retrieve the aircraft's movement pattern and store it as a reference to const named directions. We only proceed if there are movement patterns for the current type (otherwise the plane flies straight down). void Aircraft::updateMovementPattern(sf::Time dt){const std::vector<Direction>& directions= Table[mType].directions;if (!directions.empty()){ Second, we check if the current direction has already been passed by the plane (that is, the travelled distance is higher than the direction's distance). If so, the index is advanced to the next direction. The modulo operator allows a cycle; after finishing the last direction, the plane begins again with the first one. float distanceToTravel= directions[mDirectionIndex].distance;if (mTravelledDistance > distanceToTravel){mDirectionIndex= (mDirectionIndex + 1) % directions.size();mTravelledDistance = 0.f;} Now, we have to get a velocity vector out of the angle. First, we turn the angle by 90 degrees (by default, 0 degrees points to the right), but since our planes fly downwards, we work in a rotated coordinate system, such that we can use a minus to toggle between left/right. We also have to convert degrees to radians, using our function toRadian(). The velocity's x component is computed using the cosine of the angle multiplied with the maximal speed; analogue for the y component, where the sine is used. Eventually, the travelled distance is updated: float radians= toRadian(directions[mDirectionIndex].angle + 90.f);float vx = getMaxSpeed() * std::cos(radians);float vy = getMaxSpeed() * std::sin(radians);setVelocity(vx, vy);mTravelledDistance += getMaxSpeed() * dt.asSeconds();}} Note that if the distance to travel is no multiple of the aircraft speed, the plane will fly further than intended. This error is usually small, because there are many logic frames per second, and hardly noticeable, since each enemy will only be in the view for a short time. Spawning enemies It would be good if enemies were initially inactive, and the world created them as soon as they come closer to the player. By doing so, we do not need to process enemies that are relevant in the distant future; the scene graph can concentrate on updating and drawing active enemies. We create a structure nested inside the World class that represents a spawn point for an enemy. struct SpawnPoint{SpawnPoint(Aircraft::Type type, float x, float y);Aircraft::Type type;float x;float y;}; A member variable World::mEnemySpawnPoints of type std::vector<SpawnPoint> holds all future spawn points. As soon as an enemy position enters the battlefield, the corresponding enemy is created and inserted to the scene graph, and the spawn point is removed. The World class member function getBattlefieldBounds(), returns sf::FloatRect to the battlefield area, similar to getViewBounds(). The battlefield area extends the view area by a small rectangle at the top, inside which new enemies spawn before they enter the view. If an enemy's y coordinate lies below the battlefield's top member, the enemy will be created at its spawn point. Since enemies face downwards, they are rotated by 180 degrees. void World::spawnEnemies(){while (!mEnemySpawnPoints.empty()&& mEnemySpawnPoints.back().y> getBattlefieldBounds().top){SpawnPoint spawn = mEnemySpawnPoints.back();std::unique_ptr<Aircraft> enemy(new Aircraft(spawn.type, mTextures, mFonts));enemy->setPosition(spawn.x, spawn.y);enemy->setRotation(180.f);mSceneLayers[Air]->attachChild(std::move(enemy));mEnemySpawnPoints.pop_back();}} Now, let's insert the spawn points. addEnemy() effectively calls mEnemySpawnPoints.push_back(), and interprets the passed coordinates relative to the player's spawn position. After inserting all spawn points, we sort them by their y coordinates. By doing so, spawnEnemies() needs to check only the elements at the end of the sequence instead of iterating through it every time. void World::addEnemies(){addEnemy(Aircraft::Raptor, 0.f, 500.f);addEnemy(Aircraft::Avenger, -70.f, 1400.f);...std::sort(mEnemySpawnPoints.begin(), mEnemySpawnPoints.end(),[] (SpawnPoint lhs, SpawnPoint rhs){return lhs.y < rhs.y;});} Here is an example of the player facing four Avenger enemies. Above each, you see how many hitpoints it has left. Adding projectiles Finally, time to add what makes a game fun. Shooting down stuff is essential for our game. The code to interact with the W orld class is already defined, thanks to the actions in Player and to the existing Entity base class. All that's left is to define the projectiles themselves. We start with the Projectile class. We have normal machine gun bullets and homing missiles represented by the same class. This class inherits from the Entity class and is quite small, since it doesn't have anything special that differentiates it from other entities apart from collision tests, which we will talk about later. class Projectile : public Entity{public:enum Type{AlliedBullet,EnemyBullet,Missile,TypeCount};public:Projectile(Type type,const TextureHolder& textures);void guideTowards(sf::Vector2f position);bool isGuided() const;virtual unsigned int getCategory() const;virtual sf::FloatRect getBoundingRect() const;float getMaxSpeed() const;int getDamage() const;private:virtual void updateCurrent(sf::Time dt,CommandQueue& commands);virtual void drawCurrent(sf::RenderTarget& target,sf::RenderStates states) const;private:Type mType;sf::Sprite mSprite;sf::Vector2f mTargetDirection;}; Nothing fun or exciting here; we add some new helper functions such as the one to guide the missile towards a target. So let's have a quick look at the implementation. You might notice, we use the same data tables that we used in the Aircraft class to store data. Projectile::Projectile(Type type, const TextureHolder& textures): Entity(1), mType(type), mSprite(textures.get(Table[type].texture)){centerOrigin(mSprite);} The constructor simply creates a sprite with the texture we want for the projectile. We will check out the guide function when we actually implement the behavior of missiles. The rest of the functions don't hold anything particularly interesting. Draw the sprite and return a category for the commands and other data needed. To get an overview of the class hierarchy in the scene graph, here is an inheritance diagram of the current scene node types. The data table structures which are directly related to their corresponding entities are shown at the bottom of the following diagram: Firing bullets and missiles So let's try and shoot some bullets in the game. We start with adding two new actions in the Player class: Fire and LaunchMissile. We define the default key bindings for these to be the Space bar and M keys. Player::Player(){// Set initial key bindingsmKeyBinding[sf::Keyboard::Left] = MoveLeft;mKeyBinding[sf::Keyboard::Right] = MoveRight;mKeyBinding[sf::Keyboard::Up] = MoveUp;mKeyBinding[sf::Keyboard::Down] = MoveDown;mKeyBinding[sf::Keyboard::Space] = Fire;mKeyBinding[sf::Keyboard::M] = LaunchMissile;// ...}void Player::initializeActions(){// ...mActionBinding[Fire].action = derivedAction<Aircraft>(std::bind(&Aircraft::fire, _1));mActionBinding[LaunchMissile].action =derivedAction<Aircraft>(std::bind(&Aircraft::launchMissile, _1));} So when we press the keys bound to those two actions, a command will be fired which calls the aircraft's fire() and launchMissile() functions. However, we cannot put the actual code that fires the bullet or missile in those two functions. The reason is, because if we could, we would have no concept of how much time has elapsed. We don't want to fire a projectile for every frame. We want there to be some cool down until the next time we fire a bullet, to accomplish that we need to use the delta time passed in the aircraft's update() function. Instead, we mark what we want to fire by setting the Boolean flags mIsFiring or mIsLaunchingMissile to true in the Aircraft::fire() and the Aircraft::launchMissile() functions, respectively. Then we perform the actual logic in the update() function using commands. In order to make the code clearer to read, we have extracted it to its own function. void Aircraft::checkProjectileLaunch(sf::Time dt, CommandQueue&commands){if (mIsFiring && mFireCountdown <= sf::Time::Zero){commands.push(mFireCommand);mFireCountdown += sf::seconds(1.f / (mFireRateLevel+1));mIsFiring = false;}else if (mFireCountdown > sf::Time::Zero){mFireCountdown -= dt;}if (mIsLaunchingMissile){commands.push(mMissileCommand);mIsLaunchingMissile = false;}} We have a cool down for the bullets. When enough time has elapsed since the last bullet was fired, we can fire another bullet. The actual creation of the bullet is done using a command which we will look at later. After we spawn the bullet, we reset the countdown. Here, we use += instead of =; with a simple assignment, we would discard a little time remainder in each frame, generating a bigger error as time goes by. The time of the countdown is calculated using a member variable mFireCountdown in Aircraft. Like that, we can improve the aircraft's fire rate easily. So if the fire rate level is one, then we can fire a bullet every half a second, increase it to level two, and we get every third of a second. We also have to remember to keep ticking down the countdown member, even if the user is not trying to fire. Otherwise, the countdown would get stuck when the user released the Space bar. Next is the missile launch. We don't need a countdown here, because in the Player class, we made the input an event-based (not real-time based) input. bool Player::isRealtimeAction(Action action){switch (action){case MoveLeft:case MoveRight:case MoveDown:case MoveUp:case Fire:return true;default:return false;}} Since the switch statement does not identify LaunchMissile as a real-time input, the user has to release the M key before he can shoot another missile. The user wants to save his missiles for the moment he needs them. So, let's look at the commands that we perform, in order to actually shoot the projectiles. We define them in the constructor in order to have access to the texture holder. This shows one of the strengths of lambda expressions in C++11. Aircraft::Aircraft(Type type, const TextureHolder& textures){mFireCommand.category = Category::SceneAirLayer;mFireCommand.action =[this, &textures] (SceneNode& node, sf::Time){createBullets(node, textures);};mMissileCommand.category = Category::SceneAirLayer;mMissileCommand.action =[this, &textures] (SceneNode& node, sf::Time){createProjectile(node, Projectile::Missile, 0.f, 0.5f,textures);};} Now, we can pass the texture holder to the projectiles without any extra difficulty, and we don't even have to keep an explicit reference to the resources. This makes the Aircraft class and our code a lot simpler, since the reference does not need to exist in the update() function. The commands are sent to the air layer in the scene graph. This is the node where we want to create our projectiles. The missile is a bit simpler to create than bullets, that's why we call directly Aircraft::createProjectile(). So how do we create bullets then? void Aircraft::createBullets(SceneNode& node, const TextureHolder&textures) const{Projectile::Type type = isAllied()? Projectile::AlliedBullet : Projectile::EnemyBullet;switch (mSpreadLevel){case 1:createProjectile(node, type, 0.0f, 0.5f, textures);break;case 2:createProjectile(node, type, -0.33f, 0.33f, textures);createProjectile(node, type, +0.33f, 0.33f, textures);break;case 3:createProjectile(node, type, -0.5f, 0.33f, textures);createProjectile(node, type, 0.0f, 0.5f, textures);createProjectile(node, type, +0.5f, 0.33f, textures);break;}} For projectiles, we provide different levels of fire spread in order to make the game more interesting. The player can feel that progress is made, and that his aircraft becomes more powerful as he is playing. The function calls createProjectile() just as it was done for the missile. So how do we actually create the projectile and attach it to the scene graph? void Aircraft::createProjectile(SceneNode& node,Projectile::Type type, float xOffset, float yOffset,const TextureHolder& textures) const{std::unique_ptr<Projectile> projectile(new Projectile(type, textures));sf::Vector2f offset(xOffset * mSprite.getGlobalBounds().width,yOffset * mSprite.getGlobalBounds().height);sf::Vector2f velocity(0, projectile->getMaxSpeed());float sign = isAllied() ? -1.f : +1.f;projectile->setPosition(getWorldPosition() + offset * sign);projectile->setVelocity(velocity * sign);node.attachChild(std::move(projectile));} We create the projectile with an offset from the player and a velocity required by the projectile type. Also, depending on if this projectile is shot by an enemy or the player, we will have different directions. We do not want the enemy bullets to go upwards like the player's bullets or the other way around. Implementing gunfire for enemies is now a tiny step; instead of calling fire() when keys are pressed, we just call it always. We do this by adding the following code to the beginning of the checkProjectileLaunch() function: if (!isAllied())fire(); Now we have bullets that fly and split the sky. Homing missiles What would a modern aircraft be if it hadn't got an arsenal of homing missiles? This is where we start to add intelligence to our missiles; they should be capable of seeking enemies autonomously. Let's first look at what we need to implement on the projectile site. For homing missiles, the functions guideTowards() and isGuided(), as well as the variable mTargetDirection are important. Their implementation looks as follows: bool Projectile::isGuided() const{return mType == Missile;}void Projectile::guideTowards(sf::Vector2f position){assert(isGuided());mTargetDirection = unitVector(position - getWorldPosition());} The function unitVector() is a helper we have written. It divides a vector by its length, thus, always returns a vector of length one. The target direction is therefore a unit vector headed towards the target. In the function updateCurrent(), we steer our missile. We change the current missile's velocity by adding small contributions of the target direction vector to it. By doing so, the velocity vector continuously approaches the target direction, having the effect that the missile flies along a curve towards the target. approachRate is a constant that determines, to what extent the target direction contributes to the velocity. newVelocity, which is the weighted sum of the two vectors, is scaled to the maximum speed of the missile. It is assigned to the missile's velocity, and its angle is assigned to the missile's rotation. We use +90 here, because the missile texture points upwards (instead of right). void Projectile::updateCurrent(sf::Time dt,CommandQueue& commands){if (isGuided()){const float approachRate = 200.f;sf::Vector2f newVelocity = unitVector(approachRate* dt.asSeconds() * mTargetDirection + getVelocity());newVelocity *= getMaxSpeed();float angle = std::atan2(newVelocity.y, newVelocity.x);setRotation(toDegree(angle) + 90.f);setVelocity(newVelocity);}Entity::updateCurrent(dt, commands);} Note that there are many possibilities to guide a missile. Steering behaviors define a whole field of AI; they incorporate advanced mechanisms such as evasion, interception, and group behavior. Don't hesitate to search on the internet if you're interested. Now, we have guided the missile to a certain position, but how to retrieve that position? We want our missile to pursuit the closest enemy. For this, we switch from Projectile to the World class, where we write a new function. First, we store all currently active (that is, already spawned and not yet destroyed) enemies in the member variable mActiveEnemies. With the command facility, this task is almost trivial: void World::guideMissiles(){Command enemyCollector;enemyCollector.category = Category::EnemyAircraft;enemyCollector.action = derivedAction<Aircraft>([this] (Aircraft& enemy, sf::Time){if (!enemy.isDestroyed())mActiveEnemies.push_back(&enemy);}); Next, we have to find the nearest enemy for each missile. We set up another command, now for projectiles, that iterates through the active enemies to find the closest one. Here, distance() is a helper function that returns the distance between the centers of two scene nodes. Command missileGuider;missileGuider.category = Category::AlliedProjectile;missileGuider.action = derivedAction<Projectile>([this] (Projectile& missile, sf::Time){// Ignore unguided bulletsif (!missile.isGuided())return;float minDistance = std::numeric_limits<float>::max();Aircraft* closestEnemy = nullptr;FOREACH(Aircraft* enemy, mActiveEnemies){float enemyDistance = distance(missile, *enemy);if (enemyDistance < minDistance){closestEnemy = enemy;minDistance = enemyDistance;}} In case we found a closest enemy, we let the missile chase it. if (closestEnemy)missile.guideTowards(closestEnemy->getWorldPosition());}); After defining the second command, we push both to our queue, and reset the container of active enemies. Remember that the commands are not yet executed, they wait in the queue until they are invoked on the scene graph in World::update(). mCommandQueue.push(enemyCollector);mCommandQueue.push(missileGuider);mActiveEnemies.clear();} That's it, now we are able to fire and forget! The result looks as follows: Picking up some goodies Now we have implemented enemies and projectiles. But even if the player shot enemy airplanes down, and had exciting battles, he wouldn't remark that his success changes anything. You want to give the player the feeling that he is progressing in the game. Usual for this game genre are power-ups that the enemies drop when they are killed. So let's go ahead and implement that in our game. Now this is the same story as with the projectile. Most of the things we need have already been implemented; therefore, this will be quite easy to add. What we want is only an entity that, when the player touches it, applies an effect to the player and disappears. Not much work with our current framework. class Pickup : public Entity{public:enum Type{HealthRefill,MissileRefill,FireSpread,FireRate,TypeCount};public:Pickup(Type type,const TextureHolder& textures);virtual unsigned int getCategory() const;virtual sf::FloatRect getBoundingRect() const;void apply(Aircraft& player) const;protected:virtual void drawCurrent(sf::RenderTarget& target,sf::RenderStates states) const;private:Type mType;sf::Sprite mSprite;}; So, let's start looking at a few interesting parts. As usual, we have a data table, create a sprite and center it, so the constructor looks just as you would expect it. Let's investigate the apply() function, and how the data table is created. In apply(), a function object stored in the table is invoked with player as argument. The initializePickupData() function initializes the function objects, using std::bind() that redirects to the Aircraft member functions. void Pickup::apply(Aircraft& player) const{Table[mType].action(player);}std::vector<PickupData> initializePickupData(){std::vector<PickupData> data(Pickup::TypeCount);data[Pickup::HealthRefill].texture = Textures::HealthRefill;data[Pickup::HealthRefill].action= std::bind(&Aircraft::repair, _1, 25);data[Pickup::MissileRefill].texture = Textures::MissileRefill;data[Pickup::MissileRefill].action= std::bind(&Aircraft::collectMissiles, _1, 3);data[Pickup::FireSpread].texture = Textures::FireSpread;data[Pickup::FireSpread].action= std::bind(&Aircraft::increaseSpread, _1);data[Pickup::FireRate].texture = Textures::FireRate;data[Pickup::FireRate].action= std::bind(&Aircraft::increaseFireRate, _1);return data;} The pickups call already defined functions on the player aircraft that let us modify its state. These functions may repair it, refill it with missiles, or improve its firepower. It's nice when things just work out of the box. That's how the scene looks when two pickups (health and fire rate) are floating in the air. You may notice that the player's Eagle plane shoots two bullets at once, which is the result of a previously collected fire spread pickup.
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Packt
06 Jun 2013
19 min read
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Playing with Particles

Packt
06 Jun 2013
19 min read
(For more resources related to this topic, see here.) Introducing particle effects Particle effects are the decorative flourishes used in games to represent dynamic and complex phenomena, such as fire, smoke, and rain. To create a particle effect, it requires three elements: a System, Emitters, and the Particles themselves. Understanding particle systems Particle systems are the universe in which the particles and emitters live. Much like the universe, we cannot define the size but we can define a point of origin which all emitters and particles will be placed relative to. We can also have multiple particle systems in existence at any given time, which can be set to draw the particles at different depths. While we can have as many particle systems as we want, it is best to have as few as possible in order to prevent possible memory leaks. The reason for this is that once a particle system is created, it will remain in existence forever unless it is manually destroyed. Destroying the instance that spawned it or changing rooms will not remove the system, so make sure it is removed when it is no longer needed. By destroying a particle system, it will remove all the emitters and particles in that system along with it. Utilizing particle emitters Particle emitters are defined areas within a system from which particles will spawn. There are two types of emitters to choose from: Burst emitters that spawn particles a single time, and Stream emitters that spew particles continuously over time. We can define the size and shape of the region in space for each emitter, as well as how the particles should be distributed within the region. Image When defining the region in space, there are four Shape options: DIAMOND, ELLIPSE, LINE, and RECTANGLE. An example of each can be seen in the preceding diagram, all using exactly the same dimensions, amount of particles, and distribution. While there is no functional difference between using any one of these shapes, the effect itself can benefit from a properly chosen shape. For example, only a LINE can make an effect appear to be angled 30 degrees. Image The distribution of the particles can also affect how the particles are expelled from the emitter. As can be seen in the preceding diagram, there are three different distributions. LINEAR will spawn particles with an equal random distribution throughout the emitter region. GAUSSIAN will spawn particles more towards the center of the region. INVGAUSSIAN is the inverse of GAUSSIAN, wherein the particles will spawn closer to the edges of the emitter. Applying particles Particles are the graphic resources that are spawned from the emitters. There are two types of particles that can be created: Shapes and Sprites. Shapes are the collection of 64 x 64 pixel sprites that comes built-in with GameMaker: Studio for use as particles. The shapes, as seen in the next diagram, are suitable for the majority of the most common effects, such as fireworks and flames. When wanting to create something more specialized for a game, we can use any Sprite in the Resource tree. Image There are a lot of things we can do with particles by adjusting the many attributes available. We can define ranges for how long it lives, the color it should be, and how it moves. We can even spawn more particles at the point of death for each particle. There are, however, some things that we cannot do. In order to keep the graphics processing costs low, there is no ability to manipulate individual particles within an effect. Also, particles cannot interact with objects in any way, so there is no way to know if a particle has collided with an instance in the world. If we need this kind of control, we need to build objects instead. Designing the look of a particle event is generally a trial and error process that can take a very long time. To speed things up, try using one of the many particle effect generators available on the Internet, such as Particle Designer 2.5 by Alert Games found here: http://alertgames.net/index.php?page=s/pd2. HTML5 limitations Using particle effects can really improve the visual quality of a game, but when developing a game intended to be played in a browser we need to be careful. Before implementing a particle effect, it is important to understand potential problems we may encounter. The biggest issue surrounding particles is that in order for them to be rendered smoothly without any lag, they need to be rendered with the graphics processor instead of the main CPU. Most browsers allow this to happen through a JavaScript API called WebGL. It is not, however, an HTML5 standard and Microsoft has stated that they have no plans for Internet Explorer to support it for the foreseeable future. This means a potentially significant portion of the game's potential audience could suffer poor gameplay if particles are used. Additionally, even with WebGL enabled, the functionality for particles to have additive blending and advanced color blending cannot be used, as none of the browsers currently support this feature. Now that we know this we are ready to make some effects! Adding particle effects to the game We are going to build a few different particle effects to demonstrate the various ways effects can be implemented in a game, and to look into some of the issues that might arise. To keep things straightforward, all of the effects we create will be a part of a single, global particle system. We will use both types of emitters, and utilize both shape and sprite-based particles. We will start with a Dust Cloud that will be seen anytime a Pillar is broken or destroyed. We will then add a system to create a unique shrapnel effect for each Pillar type. Finally, we will create some fire and smoke effects for the TNT explosion to demonstrate moving emitters. Creating a Dust Cloud The first effect we are going to create is a simple Dust Cloud. It will burst outwards upon the destruction of each Pillar and dissolve away over time. As this effect will be used in every level of the game, we will make all of its elements global, so they only need to be declared once. Open the Tower Toppling project we were previously working on if it is not already open. We need to make sure that WebGL is enabled when we build the game. Navigate to Resources | Change Global Game Settings and click on the HTML5 tab. On the left-hand side, click on the tab for Graphics. As seen in the following screenshot, there are three options under WebGL in Options. If WebGL is Disabled, the game will not be able to use the GPU and all browsers will suffer from any potential lag. If WebGL is Required, any browser that does not have this capability will be prevented from running the game. The final option is Auto-Detect which will use WebGL if the browser supports it, but will allow all browsers to play the game no matter what. Select Auto-Detect and then click on OK. Image Now that we have WebGL activated we can build our effects. We will start by defining our particle system as a global variable by creating a new script called scr_Global_Particles. code The first effect we are going to make is the Dust Cloud which will be attached to the Pillars. For this we only need a single emitter which we will move to the appropriate position when it is needed. Create a global variable for the emitter and add it to the particle system with the following code at the end of the script: code For this particle, we are going to use one of the built-in shapes, pt_shape_explosion, which looks like a little thick cloud of dust. Add the following code to the end of the script: code Once again we have made this a global variable, so that we have to create this Dust Cloud particle only once. We have declared only the shape attribute of this particle at this time. We will add more to this later once we can see what the effect looks like in the game. We need to initialize the particle system with the other global variables. Reopen scr_Global_GameStart and call the particles script. code With everything initialized, we can now create a new script, scr_Particles_DustCloud, which we can use to set the region of the emitter and have it activate a burst of particles. code We start by defining a small area for the emitter based on the position of instance that calls this script. The region itself will be circular with a Gaussian distribution so that the particles shoot out from the center. We then activate a single burst of 10 dust particles from the emitter. All we need to do now is execute this script from the destruction of a Pillar. Reopen scr_Pillar_Destroyand insert the following line of code on the line before the instance is destroyed: code We need to add this effect to the breaking of the Pillars as well. Reopen scr_ Pillar_BreakApart and insert the same code in the same spot. Save the game and then play it. When the glass Pillars are destroyed, we should see thick white clouds appearing as shown in the following screenshot: Image The particles are boring and static at this point, because we have not told the particles to do anything other than to look like the shape of a cloud. Let's fix this by adding some attributes to the particle. Reopen scr_Global_Particles and add the following code at the end of the script: code The first attribute we add is how long we want the particle to live for, which is a range between 15 and 30 steps, or at the speed of our rooms, a half to a whole second. Next, we want the particles to explode outwards, so we set the angle and add some velocity. Both functions that we are using have similar parameters. The first value is the particle type for which this is to be applied. The next two parameters are the minimum and maximum values from which a number will be randomly chosen. The fourth parameter sets an incremental value every step. Finally, the last parameter is a wiggle value that will randomly be applied throughout the particle's lifetime. For the Dust Cloud, we are setting the direction to be in any angle and the speed is fairly slow, ranging only a few pixels per step. We also want to change the size of the particles and their transparency, so that the dust appears to dissipate. Save the game and run it again. This time the effect appears much more natural, with the clouds exploding outwards, growing slightly larger, and fading out. It should look something like the next screenshot. The Dust Cloud is now complete. Image Adding in Shrapnel The Dust Cloud effect helps the Pillar destruction appear more believable, but it lacks the bigger chunks of material one would expect to see. We want some Shrapnel of various shapes and sizes to explode outwards for each of the different types of Pillars. We will start with the Glass particles. Create a new Sprite, spr_Particle_Glass, and with Remove Background checked, load Chapter 8/Sprites/Particle_Glass.gif.mhanaje This sprite is not meant to be animated, though it does have several frames within it. Each frame represents a different shape of particle that will be randomly chosen when the particle is spawned. We will want the particles to rotate as they move outwards, so we need to center the origin. Click on OK. Reopen scr_Global_Particles and initialize the Glass particle at the end of the script. code Once we have created the global variable and the particle, we set the particle type to be a Sprite. When assigning Sprites there are a few extra parameters beyond which resources should be used. The third and fourth parameters are for whether it should be animated, and if so, should the animation stretch for the duration of the particle's life. In our case we are not using animation, so it has been set to false. The last parameter is for whether we want it to choose a random subimage of the Sprite, which is what we do want it to do. We also need to add some attributes to this particle for life and movement. Add the following code at the end of the script: code When compared with the Dust Cloud, this particle will have a shorter lifespan but will move at a much higher velocity. This will make this effect more intense while keeping the general area small. We have also added some rotational movement through part_type_orientation. The particles can be set to any angle and will rotate 20 degrees per frame with a variance of up to four degrees. This will give us a nice variety in the spin of each particle. There is one additional parameter for orientation, which is whether the angle should be relative to its movement. We have set it to false as we just want the particles to spin freely. To test this effect out, open up scr_Particles_DustCloud and insert a burst emitter before the Dust Cloud is emitted, so that the Glass particles appear behind the other effect. code Save the game and then play it. When the Pillars break apart, there should be shards of Glass exploding out along with the Dust Cloud. The effect should look something like the following screenshot: Image Next we need to create Shrapnel for the Wood and Steel particles. Create new Sprites for spr_Particle_Wood and spr_Particle_Steel with the supplied images in Chapter 8/Sprites/ in the same manner as we did for Glass. As these particles are global, we cannot just swap the Sprite out dynamically. We need to create new particles for each type. In scr_Global_Particles, add particles for both Wood and Steel with the same attributes as Glass. Currently the effect is set to Always create Glass particles, something we do not want to do. To fix this we are going to add a variable, myParticle, to each of the different Pillars to allow us to spawn the appropriate particle. Open scr_Pillar_Glass_Create and add the following code at the end of the script: code Repeat the last step for Wood and Steel with the appropriate particle assigned. In order to have the proper particle spawn, all we need to do is reopen scr_Particles_DustCloud and change the variable particle_Glass to myParticle as in the following code: code Save the game and play the game until you can destroy all the three types of Pillars to see the effect. It should look something similar to the following screenshot, where each Pillar spawns its own Shrapnel: Image Making the TNT explosion When the TNT explodes, it shoots out some TNT Fragments which are currently bland looking Sprites. We want the Fragments to be on fire as they streak across the scene. We also want a cloud of smoke to rise up from the explosion to indicate that the explosion we see is actually on fire. This is going to cause some complications. In order to make something appear to be on fire, it will need to change color, say from white to yellow to orange. As we have already mentioned, due to the fact that WebGL is not supported by all browsers, we cannot utilize any of the functions that allow us to blend colors together. This means that we need to work around this issue. The solution is to use several particles instead of one. We will start by creating some custom colors so that we can achieve the look of fire and smoke that we want. Open scr_Global_Colors and add the following colors: code We already have a nice yellow color, so we add an orange, a slightly yellow tinted white, and a partially orange black color. In order to achieve the fake blending effect we will need to spawn one particle type, and upon its death, have it spawn the next particle type. For this to work properly, we need to construct the creation of the particles in the opposite order that they will be seen. In this case, we need to start by building the smoke particle. In scr_Global_Particles add a new particle for the smoke with the following attributes: code We start by adding the particle and using the built-in smoke shape. We want the smoke to linger for a while, so we set its life to range between a minimum of a second to almost two full seconds. We then set the direction and speed to be more or less upwards so that the smoke rises. Next, we set the size and have it grow over time. With the alpha values, we don't want the smoke to be completely opaque, so we set it to start at half transparent and fade away over time. Next, we are using part_type_color1 which allows us to tint the particle without affecting the performance very much. Finally, we apply some gravity to the particles so that any angled particles float slowly upwards. The smoke is the final step of our effect and it will be spawned from an orange flame that precedes it. code Once again we set up the particle using the built-in smoke shape, this time with a much shorter lifespan. The general direction is still mainly upwards, though there is more spread than the smoke. These particles are slightly smaller, tinted orange and will be partially transparent for its entire life. We have added a little bit of upward gravity, as this particle is in between fire and smoke. Finally, we are using a function that will spawn a single particle of smoke upon the death of each orange particle. The next particle in the chain for this effect is a yellow particle. This time we are going to use the FLARE shape, which will give a better appearance of fire. It will also be a bit smaller, live slightly longer than the orange particle, and move faster, spreading in all directions. We will not add any transparency to this particle so that it appears to burn bright. code We have only one more particle to create this effect for, which is the hottest and brightest white particle. Its construction is the same as the yellow particle, except it is smaller and faster. code We now have all the particles we need for this particle effect; we just need to add an emitter to spawn them. This time we are going to use a stream emitter, so that the fire continuously flows out of each Fragment. Since the Fragments are moving, we will need to have a unique emitter for each Fragment we create. This means it cannot be a global emitter, but rather a local one. Open scr_TNT_Fragment_Create and add the following code at the end of the script: code We create an emitter with a fairly small area for spawning with balanced distribution. At every step, the emitter will create five new Fire particles as long as the emitter exists. The emitter is now created at the same time as the Fragment, but we need the emitter to move along with it. Open scr_TNT_Fragment_Step and add the following code: code As already mentioned we need to destroy the emitter, otherwise it will never stop streaming particles. For this we will need to open obj_TNT_Fragment and add a destroy event with a new Script, scr_TNT_Fragment_Destroy, which removes the emitter attached. code This function will remove the emitter from the system without removing any of the particles that had been spawned. One last thing we need to do is to uncheck the Visible checkbox, as we don't want to see the Fragment sprite, but just the particles. Save the game and detonate the TNT. Instead of just seeing a few Fragments, there are now streaks of fire jetting out of the explosion that turn into dark clouds of smoke that float up. It should look something like the following screenshot: Image Cleaning up the particles At this point, we have built a good variety of effects using various particles and emitters. The effects have added a lot of polish to the game, but there is a flaw with the particles. If the player decides to restart the room or go to the SHOP immediately after the explosion has occurred, the emitters will not be destroyed. This means that they will continue to spawn particles forever, and we will lose all references to those emitters. The game will end up looking like the following screenshot: Image The first thing we need to do is to destroy the emitters when we leave the room. Luckily, we have already written a script that does exactly this. Open obj_TNT_Fragment and add a Room End event and attach scr_TNT_Fragment_Destroy to it. Even if we destroy the emitters before changing rooms, any particles remaining in the game will still appear in the next room, if only briefly. What we need to do is clear all the particles from the system. While this might sound like it could be a lot of work, it is actually quite simple. As Overlord is in every level, but not in any other room, we can use it to clean up the scene. Open obj_Overlord, add a Room End event and attach a new Script, scr_Overlord_RoomEnd, with the following line of code: part_particles_clear(system); This function will remove any particle that exists within the system, but will not remove the particle type from memory. It is important that we do not destroy the particle type, as we would not be able to use a particle again if its type no longer exists. Save the game, explode some TNT, and restart the room immediately. You should no longer see any particles in the scene. Summary In this article, we were provided with the details to add some spit and polish to the game to really make it shine. We delved into the world of particles and created a variety of effects that add impact to the TNT and Pillar destruction. Resources for Article : Further resources on this subject: HTML5: Generic Containers [Article] HTML5 Presentations - creating our initial presentation [Article] Deploying HTML5 Applications with GNOME [Article]
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