Computational Cinematics Studio // Center for Games and Playable Media // CMPS 20 – Game Design.

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Presentation transcript:

Computational Cinematics Studio // Center for Games and Playable Media // CMPS 20 – Game Design Experience Winter 2012 Arnav Jhala Trevor Sarratt Sherol Chen

Staff Professor: Arnav Jhala – Office Hours: Tuesdays by appointment (can sign up online – tinyurl.com/meetarnav ) Teaching Assistants: Sherol Chen, Trevor Sarratt Readers/Tutors: Jon Gill (XNA programming), Joaquin Nadal (XNA programming), Kimberly Shannon (team issues), Audrey Fabian (grading)

Resources Website – ter12/01 ter12/01 – Discussion forum: Piazza (piazza.com) – Submission and Grading: eCommons ( ecommons.ucsc.edu )

Computational Cinematics Studio Overview Design fundamentals, Game Appreciation, Game Studies, History. Programming, Language, Data Structures, Dev Environments, Debugging,. Mostly narrow, played for fun, as consumer Broad, played for fun and for study, as designer, producer, developer Engines, advanced rendering, efficiency, new interfaces Teamwork, ideation through deployment, finishing project.

Course Objectives Learn basic principles of game programming using a set of libraries – Main game loop, display of 2D sprites and 3D objects – Content pipeline, Art Integration – Collision detection, scrolling game worlds, shaders – Audio Learn basic game AI techniques – Simple behaviors Learn basic principles of object-oriented design – Subdividing a project into classes – Unified Modeling Language structure diagrams – Software design patterns Develop increased proficiency in programming – C# language, coding focused assignments Learn techniques for working as a team – Quarter-long game project developed in 4 person team

Grades Homework: 40% (3 assignments) – Assignment 1 : XNA setup – 10 % – Assignment 2: Debugging – 15% – Assignment 3: New game features – 15% Midterm exam: 20% Term project: 40%, broken down as follows – Team formation document: 1% – Game concept document: 2% – Technical design document: 7% – First playable prototype : 10% – Public playtesting beta version : 10% – Final game project: 15%

Reading Material Textbooks – Learning XNA 4.0 by Aaron Reed, O’Reilly publishers – Programming C# 4.0 by Jesse Liberty and Donald Xie, O’Reilly publishers, 2010 – Available at campus bookstore and online through the library Reference Materials – Articles that are uploaded on class website – Links to XNA and C# development forums, tutorials, etc.

Project Work in teams of 4 to create a fully playable computer game – Developed on XNA platform in C# (covered in class) – XNA provides libraries and art content (meshes, textures, etc.) is freely available online – Created games can run on Xbox 360, PC, and Zune – Mentors will be assigned to each team Final Deliverables – Working game executable – Manual – Wiki page that contains: Design document Screenshots Videos Development logs (daily logs for each team member) Link to subversion code repository on GForge (UCSC)

Project Theme (REQUIRED) – Imagine Cup guidelines (imaginecup.com) – Stem Challenge ( – UCSC SOE Advising – UCSC Orientation – Documentary game Darfur is dying Cat and the Coup

Project Phases – Team Formation (including Mentor Assignment) – Week 2 – Game Concept Document – Week 4 – Production Schedule Document – Week 5 – Technical Design Document (including prototypes) – Week 7 – Playable Prototype – Week 8 – Public Playtest beta – Week 9 – Final Game – Week 10

Programming Software Development Game Development Computational Cinematics Studio Introduction to XNA

XNA Game Studio Express XNA GSE is a series of libraries for creating 2D and 3D computer games – Uses C# as the primary programming language – Integrated with Visual Studio C# Express Also now the full version of Visual Studio – Games can run under Windows or on Xbox 360 – It is possible to create professional games using this toolkit Example games: –

XNA Game Studio Architecture You write your game in C# – Using features in XNA Framework Runs on top of common language runtime (“Managed Code”) Windows APIs, DirectX Common Language Runtime (CLR) XNA Framework Game code (C#) & content You provide Provided for you

XNA Features 2D & 3D graphics support – Access to HLSL (High level shader language) Pixel and vertex shaders Audio support – XACT cross-platform audio tool Controller and keyboard input – Xbox 360 controller Font support Content Pipeline Game save storage Networking … and much more

Installing XNA Game Studio Express Follow instructions on pages linked from: – – Microsoft DreamSpark ( – Also found on Tools page of course website Install Visual Studio – Visual Studio is an integrated development environment (editor/debugger/compiler) – Unless you currently use Visual Studio, you want “Visual C# 2008 Express” XNA GSE will work with Visual Studio 2008 Professional if you have that installed instead Install XNA Game Studio 4.0 – You want version 4.0, the latest version

XNA Creator’s Club XNA Creator’s Club Website – – Community website for XNA GSE – Multiple complete games with source code – Many tutorials, and code examples – Very active discussion forums Creator’s Club Subscriptions – Can put game on Xbox 360 – Access to premium content Trial membership - free – Available through Dream Spark or MSDNAA Allows you to put game on Xbox 360

XNA Community Web Sites XNA Team Blog – blogs.msdn.com/xna/ – Announcements from the XNA dev. Team Ziggyware – – Developer-oriented XNA news – Recent contest for XNA tutorial articles Winner: Skeel Keng-Siang Lee’s Introduction To Soft Body Physics XNA Development – – XNA tutorials. See also the Links page for links to other quality XNA websites

Controllers XNA Game Studio Express allows you to use Xbox 360 controllers – Normal Xbox 360 controller is Bluetooth wireless, and is not recognized by the Windows Bluetooth manager – Hence, when developing game under Windows, won’t be able to test control scheme (bad) To create a game using Xbox 360 controller, need to: – Buy a corded Windows Xbox 360 controller (~$35 + shipping) Google for “xbox 360 controller windows” for multiple online vendors – OR, buy an Xbox 360 wireless gaming receiver (~$20 + shipping) allows wireless controller to work with Windows – Should buy now, so you have it ready for when you start programming Can also create a game that uses keyboard input – Would need to change control scheme to port to Xbox 360

This week’s work Visit Creators Club and DreamSpark websites Download and install – Visual Studio C# 2010 – XNA Game Studio Compile and run a sample game Play around with starter kits Read Chapter 1 (Getting Started) in XNA 4.0 Read in Programming C# 4.0 – Chapter 1 (C# 4.0) – Chapter 2 (Getting Started: "Hello World") – Chapter 3 (C# Language Fundamentals) Try one of the example code samples from the book for yourself in Visual C# 2010 – Get familiar with Visual studio environment Book is available online, via O’Reilly Safari – – Use on-campus computer to access

Upcoming Assignments Individual – XNA setup and drawing sprites – Alchemy game – /alchemy---evolution

Before we jump in…

Goals of the C# language A simple, modern, general-purpose object-oriented langauge Software robustness and programmer productivity – Strong type checking, array bounds checking, detection of use of uninitialized variables, source code portability, automatic garbage collection Useable in creating software components Ease of learning by programmers familiar with C++ and Java Usable for embedded and large system programming Strong performance, but not intended to compete with C or assembly language Type II safety cans for flammables

Brief history of C# Originated by Microsoft as a response to Java – Initial public release in 2000 Language name inspired by musical note C# – A “step above” C/C++ (and Java) – Linux wags: D b (D-flat, same note, different name) Lead designers: Anders Hejlsberg, Scott Wiltamuth – Hejlsberg experience: Turbo Pascal, Borland Delphi, J++ C# standardized via ECMA and ISO – However, Microsoft retains architectural control

Key language features Unified object system – Everything type is an object, even primitives Single inheritance Interfaces – Specify methods & interfaces, but no implementation Structs – A restricted, lightweight (efficient) type Delegates – Expressive typesafe function pointer – Useful for strategy and observer design patterns Preprocessor directives cking, Flickr

Hello World example class Hello { static void Main() { // Use the system console object System.Console.WriteLine(“Hello, World!”); } Creates a new object type (class) called Hello. It contains a single method, called Main. Main contains one line, which writes “Hello, World!” on the display. The method that performs this action is called WriteLine. The WriteLine method belongs to the System.Console object. The keyword “static” means that the method Main can be called even if there is no current instance of the class. It’s a class method, not an instance method. The line beginning with // is a comment, and does not execute. oskay, Flickr

Syntax Case-sensitive Whitespace has no meaning – Sequences of space, tab, linefeed, carriage return Semicolons are used to terminate statements (;) Curly braces {} enclose code blocks Comments: – /* comment */ – // comment – /// Automatic XML commenting facility Peter Hellberg, Flickr

Classes and Objects A class combines together – Data Class variables – Behavior Methods A key feature of object- oriented languages – Procedural languages, such as C, did not require clustering of data and behavior Class/instance distinction – Class defines variables & methods – Need to create instanced of the class, called objects, to use variables & methods – Exception: static methods and variables – Analogy: a jelly bean mold (class) can be used to create a large number of jelly beans (objects, instances of the class) Jelly bean mold, photo by daxiang stef

Defining a class Attributes: used to add metadata to a class – Can safely be ignored Access modifiers: one of – public, private, protected, internal, protected internal Base-class – Indicates (optional) parent for inheritance Interfaces – Indicates (optional) interfaces that supply method signatures that need to be implemented in the class Class-body – Code for the variables and methods of the class [attributes] [access-modifiers] class identifier [:base-class [,interface(s)]] { class-body } Simple example: class A { int num = 0; // a simple variable A (int initial_num) { num = initial_num; } // set initial value of num } cking, Flickr

Inheritance Operationally – If class B inherits from base class A, it gains all of the variables and methods of A – Class B can optionally add more variables and methods – Class B can optionally change the methods of A Uses – Reuse of class by specializing it for a specific context – Extending a general class for more specific uses Interfaces – Allow reuse of method definitions of interface – Subclass must implement method definitions cking, Flickr

Inheritance Example class A { public void display_one() { System.Console.WriteLine("I come from A"); } class B : A { public void display_two() { System.Console.WriteLine("I come from B, child of A"); } class App { static void Main() { A a = new A(); // Create instance of A B b = new B(); // Create instance of B a.display_one(); // I come from A b.display_one(); // I come from A b.display_two(); // I come from B, child of A }

What today’s class will cover… More about classes – Data hiding Types System in C# Conditionals Properties Arrays Loops

Visibility A class is a container for data and behavior Often want to control over which code: – Can read & write data – Can call methods Access modifiers: – Public No restrictions. Members visible to any method of any class – Private Members in class A marked private only accessible to methods of class A Default visibility of class variables (but is good to state this explicitly) – Protected Members in class A marked protected accessible to methods of class A and subclasses of A. Clearly Ambiguous, Flickr

Visibility Example class A { public int num_slugs; protected int num_trees; … } class B : A { private int num_tree_sitters; … } class C { … } Class A can see: – num_slugs: is public – num_trees: is protected, but is defined in A Class B can see: – num_slugs: is public in A – num_trees: is protected in parent A – num_tree_sitters: is private, but is defined in B Class C can see: – num_slugs: is public in A – Can’t see: num_trees: protected in A num_tree_sitters: private in B Raindog, Flickr /

Constructors Use “new” to create a new object instance – This causes the “constructor” to be called A constructor is a method called when an object is created – C# provides a default constructor for every class Creates object but takes no other action – Typically classes have explicitly provided constructor Constructor – Has same name as the class – Can take arguments – Usually public, though not always Singleton design pattern makes constructor private to ensure only one object instance is created bucklava, Flickr

Type System Value types – Directly contain data – Cannot be null – Allocated on the stack Reference types – Contain references to objects – May be null – Allocated on the heap int i = 123; string s = "Hello world"; 123 i s "Hello world" Slide adapted from “Introduction to C#”, Anders Hejlsberg Introduction%20to%20Csharp.ppt Numeral type, by threedots

Predefined Types C# predefined types – Reference object, string – Signed sbyte, short, int, long – Unsigned byte, ushort, uint, ulong – Character char (2 byte, Unicode) – Floating-point float, double, decimal – Logical bool Predefined types are simply aliases for system- provided types – For example, int == System.Int32 Slide from “Introduction to C#”, Anders Hejlsberg Introduction%20to%20Csharp.ppt

Unusual types in C# Bool – Holds a boolean value, “true” or “false” – Integer values do not equal to boolean values 0 does not equal false There is no built-in conversion from integer to boolean

Unified type system All types ultimately inherit from object – Classes, enums, arrays, delegates, structs, … An implicit conversion exists from any type to type object Stream MemoryStreamFileStream Hashtabledoubleint object Slide from “Introduction to C#”, Anders Hejlsberg Introduction%20to%20Csharp.ppt

Unified Type System (Boxing) Boxing – Process of converting a value type to the type object – Wraps value inside a System.Object and stores it on the managed heap Can think of this as allocating a “box”, then copying the value into it Unboxing – Extracts the value type from the object – Checks type of box, copies value out int i = 123; object o = (object)i; int j = (int)o; 123 i o 123 System.Int j Slide adapted from “Introduction to C#”, Anders Hejlsberg Introduction%20to%20Csharp.ppt

Variables Variables must be initialized or assigned to before first use Class members take a visibility operator beforehand (private by default) Constants cannot be changed type variable-name [= initialization-expression]; Examples: int number_of_slugs = 0; string name; float myfloat = 0.5f; bool hotOrNot = true; Also constants: const int freezingPoint = 32;

Enumerations Base type can be any integral type (ushort, long) except for char Defaults to int Must cast to int to display in Writeln – Example: (int)g.gradeA enum identifier [: base-type] { enumerator-list} Example: enum Grades { gradeA = 94, gradeAminus = 90, gradeBplus = 87, gradeB = 84 }

Conditionals C# supports C/C++/Java syntax for “if” statement Expression must evaluate to a bool value – No integer expressions here == means “equal to” for boolean comparison – if (i == 5) // if i equals 5 – if (i = 5) // error, since i = 5 is not a boolean expression if (expression) statement1 [else statement2] Example: if (i < 5) { System.Console.Writeln(“i is smaller than 5”); } else { System.Console.Writeln(“i is greater than or equal to 5”); }

Switch statement Alternative to if Typically use break Can use goto to continue to another case switch (expression) { case constant-expression: statement(s); jump-statement [default: statement(s);] Example: const int raining = 1; const int snowing = 0; int weather = snowing; switch (weather) { case snowing: System.Console.Writeln(“It is snowing!”); goto case raining; case raining; System.Console.Writeln(“I am wet!”); break; default: System.Console.Writeln(“Weath er OK”); break; }

Information Hiding in OO Languages Classes support information hiding – Data members of a class can be declared as private Hides implementation details of the class – Create accessor methods to access data Typically get__() and set__(), which are public “Getters and setters” – Other classes access data via get() and set() method So long as the interface to get and set stay the same, the class can change how it represents its data Information hiding permits implementations to change without affecting using classes – But, is tedious to always access data via accessors x = foo.getX() is more tedious than x = foo.x; Wouldn’t it be great to preserve benefits of accessors, while also retaining the syntax of direct access?

C# Properties Provide procedural access to data – Like accessors But have syntax similar to direct variable access – foo.X instead of foo.getX(); Minor feature, but provides substantial improvement in readability and fluidity of programming Travis thumbs his nose at private property

C# Property Syntax Get accessor returns value of same type as “return type” Set accessors have implicit parameter named “value” – Use to set internal data representation Properties can be public, private, protected – Public: any class can access, private: only that class, protected: that class and children By convention, property names have initial capital (“X” to access “x”) [access-modifiers] return-type property-name { get { … sequence of statements ending in a return (or throw) } set { … sequence of statements } get accessor set accessor

C# Property Example public class GameInfo { private string name; public string Name { get { return name; } set { name = value; } // Test code GameInfo g = new GameInfo(); // Call set accessor g.Name = “Radiant Silvergun”; // Call get accessor System.Console.Write(g.Nam e);

Automatic Properties Very often, properties are straightforward getters and setters – Get accessor just reads value of one variable – Set accessor just writes the value of one variable Creating properties in this situation is very mechanical With automatic properties, the compiler creates these straightforward get and set accessors

C# Automatic Property Example public class GameInfo { public string Name {get; set;} } // Test code GameInfo g = new GameInfo(); // Call set accessor g.Name = “Radiant Silvergun”; // Call get accessor System.Console.Write(g.Nam e); This property behaves the same as the first property example, two slides ago. A private class variable, private String name, is automatically created.

Arrays Array is an indexed collection of objects – Index means you use array[i] syntax to access members – Recall that types like int, string, float, etc. are objects – Can even have arrays of arrays Unlike C++, in C# array is an object Arrays have many useful properties and methods – Properties: Length: length of array Rank: number of dimensions of array – Methods: Sort(): sorts values in one dimensional array BinarySearch(): searches one dimensional array Clear(): sets range of elements to 0 or null reference Reverse(): reverses elements in one dimensional array … and many others

Declaring an Array Array numbering follows C conventions – First element is numbers[0] – Upper bound is 2, so 3 rd element is numbers[2] type[] array-name; Example: int[] numbers; numbers = new int[3]; Technically, just creates a variable (numbers) that will hold a reference to an array-of- integers object. Creates an array-of-integers object, of length 3, which are initialized to 0. numbers 0 0 0

Arrays of Reference Types Creating a “new” array of a reference type – Just creates a series of null references – Need to assign object instances to array elements public class GameInfo { public string gameName; } GameInfo[] myGArray = new GameInfo[2]; myGArraynull

Arrays of Reference Types (2) public class GameInfo { public string gameName; } GameInfo[] myGArray = new GameInfo[2]; GameInfo A = new GameInfo(); GameInfo B = new GameInfo(); myGArray[0] = A; myGArray[1] = B; myGArray[0] [1] A B GameInfo’1 gameName: null GameInfo’2 gameName: null There are only two instances of class GameInfo. There are four reference variables that point to GameInfo. A, B myGArray[0] myGArray[1]

Initializing Arrays Both syntaxes have identical behavior Can also initialize reference types: int[] anIntArray = new int[3] { 2, 4, 6 } OR int[] anIntArray = { 2, 4, 6 } string[] aStringArray = { “The”, “Quick”, “Brown”, “Fox” } AClass[] AClassArray = { new AClass(), new AClass(), new AClass() }

Two Dimensional Arrays Can have two (and more) dimensional arrays Also possible to initialize – Implicitly sets bounds of the array type [,] array-name int [,] myTwoDimArray = new int[2, 3]; // Create a 4 x 3 array int [,] myTwoDimArray = { { 0, 1, 2 }, {3, 4, 5}, {6, 7, 8}, {9, 10, 11} }

Sorting Arrays Call Array.Sort(), passing your array to sort a one dimensional array Call Array.Reverse() to reverse elements string[] aStringArray = { “Cherry”, “Apple”, “Banana”, “Peach” }; // Sort elements Array.Sort( aStringArray ); // Elements now: Apple, Banana, Cherry, Peach Array.Reverse( aStringArray ); // Elements now: Peach, Cherry, Banana, Apple

Looping in C# C# has four looping constructs – for for (j = 0; j < 5; j++) { … } Classic loop syntax in C-like languages Possibility of off-by-one errors in array indexing – foreach foreach (int j in intArray) Eliminates array indexing errors, no need to create index variable before statement – while while (j < 5) { …; j++; } Loop until an event occurs – do … while do {…; j++;} while (j < 5) Uncommon, perform action, then do condition check

Foreach Statement Iterates through all elements in an array, or collection type Creates identifier just for the scope of the statements inside the foreach – Holds the current element within the array/collection Very convenient when it can be used string[] aStringArray = { “Cherry”, “Apple”, “Banana”, “Peach” }; // Sort elements Array.Sort( aStringArray ); foreach (string s in aStringArray) System.Console.Write (“{0} : ”, s); // Output: “Apple : Banana : Cherry : Peach : ” foreach ( type identifier in array-or-collection ) { … }

List Arrays have problem that you must know how many elements you want in advance – This is not always known List class is collection with variable size – Dynamically increases in size if needed – When an array reaches its capacity, need to create new array, and copy all elements from old array to new array Ugh!

Creating a List Add elements with Add() method Clear() removes all elements from list Remove() removes first element from list Sort() sorts the list Count property: number of elements in list List listname Example: List stringList = new List () ; // Create list of string. Don’t forget () stringList.Add ( “Quick” ); stringList.Add ( “Brown” ); stringList.Add ( “Fox” ); foreach (string s in myStringList) // Lists work with foreach System.Console.Write("{0} ", s);

Queue, Stack, Dictionary C# provides queue, stack, and dictionary Queue: first-in, first-out Enqueue(), Dequeue(), Peek() Stack: last-in, first-out Push(), Pop(), Peek() Dictionary – Holds set of key, value pairs – Permits lookup of a value given the key – Example use: extensible character attribute system Keys: strings, names of attribute Value: int, value of specific attribute

Reading Chapter 4 (Classes and Objects) Chapter 9 (Arrays, Indexers, and Collections) in Programming C#