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XNA 4.0 Side Scrolling.

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Presentation on theme: "XNA 4.0 Side Scrolling."— Presentation transcript:

1 XNA 4.0 Side Scrolling

2 Setting up the Graphics Display
For a side-scrolling application we will want the vertical resolution of the graphical display region to match the vertical resolution of the background image. The default name of the graphical display in XNA is graphics and can be accessed from anywhere in the code. We set the preferred size of the graphical display from within the Initialize( ) method. In our case we are using a background image of size 4096 x 348 so we set the vertical resolution to Note that the maximum dimension of a Texture2D in XNA 4.0 is 4096 to which we have resized our sample background image using an image editor. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 348; graphics.ApplyChanges(); pano_bkg_01.jpg

3 Selecting the Background Image
The portion of pano_bkg_01.jpg that is selected to display is determined by the X value of the upper left corner of the bkg Rectangle. graphics window spriteBatch.Draw(panobkg, bkgorigin, bkg, Color.White, 0, bkgorigin, 1, 0, 1); (0,0) keystate = Keyboard.GetState(); if (keystate.IsKeyDown(Keys.Right)) bkg.X += 4; if (keystate.IsKeyDown(Keys.Left)) bkg.X -= 4; if (bkg.X < 0) bkg.X = 0; if (bkg.X > panobkg.Width - bkg.Width) bkg.X = panobkg.Width - bkg.Width;

4 panoramicView Source panoramicView.zip GraphicsDeviceManager graphics;
SpriteBatch spriteBatch; Texture2D panobkg; Rectangle bkg; Vector2 bkgpos; Vector2 bkgorigin; KeyboardState keystate; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() base.Initialize(); bkgpos.X = 0; bkgpos.Y = 0; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 348; bkg = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); bkgorigin.X = 0; bkgorigin.Y = 0; graphics.ApplyChanges(); protected override void LoadContent() spriteBatch = new SpriteBatch(GraphicsDevice); panobkg = Content.Load<Texture2D>("pano_bkg_01"); panoramicView.zip

5 panoramicView Source (concluded)
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); panobkg = Content.Load<Texture2D>("pano_bkg_01"); } protected override void Update(GameTime gameTime) if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); keystate = Keyboard.GetState(); if (keystate.IsKeyDown(Keys.Right)) bkg.X += 4; if (keystate.IsKeyDown(Keys.Left)) bkg.X -= 4; if (bkg.X < 0) bkg.X = 0; if (bkg.X > panobkg.Width - bkg.Width) bkg.X = panobkg.Width - bkg.Width; base.Update(gameTime); protected override void Draw(GameTime gameTime) GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(panobkg, bkgorigin, bkg, Color.White, 0,bkgorigin, 1, 0, 1); spriteBatch.End(); base.Draw(gameTime); panoramicView.zip

6 theJogger Global Declarations
The panoramicView demo project has been modified/extended to include a running and jumping character (Homer Simpson). The new version is named theJogger. The following is a list of the globally defined parameters used in this project. GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D panobkg; // panoramic background image Rectangle bkg; // rectangle of size that matches the graphical display Vector2 bkgpos; // upper left corner of region of panobkg being displayed Vector2 bkgorigin; // always equal to (0,0) Vector2 homerpos; // position of character in display region KeyboardState keystate; Rectangle homer; // rectangle 57x87 pixels for spritesheet blitting Texture2D homersprite; // homer_spritesheet Random rnd = new Random(); float homerflip; // character rotation angle Vector2 homercenter = new Vector2(28, 43); int homercount; // sprite frame count for running and jumping sequence int jumpcount; // set to either 0 (no jumping) or 7 (jumping) int mshomer = 60; // sprite animation frame time (60 milliseconds) int msdel; // accumulator for animation frame time double y; // character vertical position (used for jumping) int ybase; // limiting value of y position (bottom of display region) double vy; // vertical velocity of character (used for jumping) double ay = -0.1; // effect of gravity on character (downward acceleration) SoundEffect woohoo; // character sounds SoundEffect scream; SoundEffect doh;

7 theJogger Initialize( ) Method
protected override void Initialize() { base.Initialize(); bkgpos.X = 0; // upper-left corner of display region position on panobkg bkgpos.Y = 0; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 348; bkg = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); bkgorigin.X = 0; bkgorigin.Y = 0; graphics.ApplyChanges(); //changes the display (graphics) as specified in earlier statements homer.X = 0; homer.Y = 0; homer.Width = 57; homer.Height = 87; homercount = 6; jumpcount = 0; homerflip = 0; msdel = 0; homerpos.X = graphics.PreferredBackBufferWidth / 2; // middle of display horizontal homerpos.Y = graphics.PreferredBackBufferHeight - 63; // bottom of display vertical ybase = (int)homerpos.Y; vy = 0.0; }

8 theJogger LoadContent( ) Method
Once the content has been associated with theJogger project it is loaded into the predefined entities. In this case we have two graphical elements, pano_bkg_01 and the homer_spritesheet, and three soundeffect elements, woohoo, scream, and doh. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); panobkg = Content.Load<Texture2D>("pano_bkg_01"); homersprite = Content.Load<Texture2D>("homer_spritesheet"); woohoo = Content.Load<SoundEffect>("woohoo"); scream = Content.Load<SoundEffect>("scream"); doh = Content.Load<SoundEffect>("doh"); }

9 theJogger Update( ) Method
The character will remain in the middle of the display region while running left or right as the panoramic scene scrolls in the background. Upon reaching the left or right limit of the background, the running character will move from the middle of the display toward the edge. When running away from the edge the character will return to the center of the display before the background begins moving again. protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); msdel += gameTime.ElapsedGameTime.Milliseconds; keystate = Keyboard.GetState(); if (keystate.IsKeyDown(Keys.Right)) homer.Y = 0; if (homerpos.X < bkg.Width / ) homerpos.X += 4; else bkg.X += 4; if (bkg.X >= panobkg.Width - bkg.Width) if (msdel > mshomer) homercount -= 1; msdel = 0; if (homercount < 0) homercount = 5; } if (keystate.IsKeyDown(Keys.Left)) { homer.Y = 87; if (homerpos.X > bkg.Width / ) homerpos.X -= 4; else bkg.X -= 4; if (bkg.X <= 0) if (msdel > mshomer) homercount -= 1; msdel = 0; if (homercount < 0) homercount = 5; }

10 theJogger Jumping and Flipping Animation
if (keystate.IsKeyDown(Keys.Up) && jumpcount == 0) { vy = 1.3; jumpcount = 7; homercount = 0; woohoo.Play(); } if (jumpcount > 0) vy += ay; y += vy + ay / 2.0; homerpos.Y -= (int)y; if (homerpos.Y > ybase) homerpos.Y = ybase; jumpcount = 0; vy = 0.0; y = 0.0; if (keystate.IsKeyDown(Keys.Space) && homerflip == 0) homerflip = (float)0.05; if (rnd.Next(10)>4) doh.Play(); else scream.Play(); A jump is initiated by pressin the up-arrow key. This shifts the sprite blit to the jump sequence portion of the spritesheet. Initiating a jump also sets the vertical velocity of the character vy to The physics of the jump action assumes a constant acceleration downward (gravity) modeled by the kinematics relations: ay = -0.1 vy = vy + ay*t y = y + vy*t + 1/2 ay * t (we let t=1) The spacebar causes the character to spin for a few revolutions while the running, jumping or standing animation continues.

11 stops character at limits of panoramic background image
Blitting the Character Sprite Sheet running sequence jumpcount = 0 standing jumping sequence jumpcount = 7 left right homer.X = (homercount + jumpcount) * 57; if (homerpos.X > bkg.Width - 35) homerpos.X = bkg.Width - 35; if (homerpos.X < 35) homerpos.X = 35; if (bkg.X < 0) bkg.X = 0; if (bkg.X > panobkg.Width - bkg.Width) bkg.X = panobkg.Width - bkg.Width; base.Update(gameTime); } stops character at limits of panoramic background image

12 theJogger Draw( ) Method
Finally, everything is ready for drawing a frame of theJogger demo. First the portion of the background image that is visible is drawn in the graphical display and then the character is drawing against the background. sprite rotation in radians tinting effect (White = no tinting) rectangle holding image to be drawn position in display source image protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(panobkg, bkgorigin, bkg, Color.White, 0, bkgorigin, 1, 0, 1); spriteBatch.Draw(homersprite, homerpos, homer, Color.White, homerflip, homercenter, 2, 0, 0); spriteBatch.End(); base.Draw(gameTime); } center of rotation of sprite scale of sprite special effects leave at 0 layer depth 0 = top layer

13 Game Design Superman 64 Elf Bowling
The first step in game design is having an idea for the game. This may seem like an odd statement but it is the first step and is skipped more often than you might suppose. Superman 64 Elf Bowling Leisure Suit Larry: Box Office Bust Charlie's Angels Catfight Desert Bus Aquaman: Battle for Atlantis Big Rigs: Over the Road Racing

14 Artwork Once you have your game concept defined you should begin developing your artwork. This usually begins with the background image which can help to establish the overall style of your game. In this example, we use Power Point to construct simple scenes and characters. We copy these images to Paint Shop Pro for additional manipulation (any bitmap editing program will do for this step. For sprite sheets we are using magenta (255,0,255) as the transparency color. Magenta rectangles can be created in Power Point and placed as to background of any objects placed in the foregound. A screenshot of PPT slides or simply selecting and copying these objects to a bitmap editing program such as Paint Shop Pro will convert these collections of vectorize dobjects into bitmap images. If your source images have anti-aliasing features the magenta background may get blended at the borders which will produce magenta halo around your sprites. This can be removed by reducing the number of colors in the bitmap and then editing the palate to force all near-magenta pixels to the transparency color.

15 Power Point can be used to
arrange simple shapes into a scene.

16 For a side scrolling game you might want to build the background in sections.

17 A few simple shapes can be copied and re-arranged to add variety while maintaining continuity.
As segments of the background scene are ready they are converted to bipmaps by transferring them to an image editing application such as PaintShopPro.

18 Using techniques such as cut-and-paste, flip, and mirror you can tweak your scene within the bitmap editing application. This scene is 4096 x 480 pixels. If you are building a game for a mobile device or a desktop computer that does not support HiDef, you will be limited to a maximum dimension of 2048 pixels. For now we will use a simple red ball as our character which will be placed in a 32x32 pixel sprite sheet. PPT source image PNG sprite sheet from Paint Shop Pro

19 SideScrollingDemo GraphicsDeviceManager graphics; SpriteBatch spriteBatch; KeyboardState kbd; // game will use keyboard interface Rectangle bkgdisplay; // display window will be set to 640x480 Rectangle CharRect; // character rectangle will be 32x32 pixels Vector2 CharPosDisp; // handles maxY at bottom of display issues Vector2 CharOrig; // will be set to (16,16) which is the center of the character Vector2 CharPos; // character position Vector2 CharVel; // character velocity Vector2 CharAcc; // character acceleration Vector2 bkgorig; // adjusted to keep character in center of scene when not near extremes Vector2 orig = new Vector2(0, 0); // upper-left corner of display region Vector2 TextOrig = new Vector2(15, 1); // location for start of text banner for key legend bool contact; // ensures that character is in contact with a surface before jumping Texture2D character; // will hold character sprite sheet Texture2D bkg; // will hold background bitmap image SpriteFont font; // font to display key legend at top of screen The variables defined for this game include the character position, velocity, and acceleration which will be used to define the display of the character and the portion of the backgound image for each frame.

20 Setting up the Game with the Initialize( ) & LoadContent( ) Methods
protected override void Initialize() { base.Initialize(); graphics.PreferredBackBufferWidth = 640; // display is set to 640x480 graphics.PreferredBackBufferHeight = 480; bkgdisplay = new Rectangle(0, 0, 640, 480); graphics.IsFullScreen = true; // game will run in fullscreen mode graphics.ApplyChanges(); CharAcc.Y = (float)-0.3; // a constant downward acceleration simulates gravity CharRect.X = 0; CharPos.X = 0; CharRect.Width = 32; CharRect.Height = 32; CharPos.Y = 0; CharOrig.X = 16; CharOrig.Y = 16; CharPosDisp.X = 16; CharPosDisp.Y = CharPos.Y; contact = true; } protected override void LoadContent() spriteBatch = new SpriteBatch(GraphicsDevice); bkg = Content.Load<Texture2D>("side_scroller_bkg"); character = Content.Load<Texture2D>("character"); font = Content.Load<SpriteFont>("SpriteFont1"); bkgorig.X = 0; bkgorig.Y = 0;

21 Driving the Character using Acceleration
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); kbd = Keyboard.GetState(); if (kbd.IsKeyDown(Keys.Q)) if (kbd.IsKeyDown(Keys.Right)) CharAcc.X = (float)0.4; if (kbd.IsKeyDown(Keys.Left)) CharAcc.X = (float)-0.4; if (kbd.IsKeyDown(Keys.Space) && contact) CharVel.Y = (float)7.0; contact = false; } if (kbd.IsKeyUp(Keys.Right) && kbd.IsKeyUp(Keys.Left)) CharAcc.X = (float)0.0; CharVel.X += CharAcc.X; CharVel.Y += CharAcc.Y; CharPos.X += CharVel.X + (float)CharAcc.X / 2; CharPos.Y += CharVel.Y + (float)CharAcc.Y / 2; While left or right arrow keys are pressed the acceleration of the character in the X direction is set to -0.4 or +0.4 respectively. If character is in contact with a surface (for now this is just the ground) pressing the SpaceBar sets the Y velocity of the character to +7.0. When arrow keys are up the character acceleration is set to 0.0. Laws of Kinematics applied here. Note for simplicity delta-time is assumed to be unity (1.0).

22 Character not permitted to move beyond left-side of play region.
if (CharPos.X < CharSize / 2) { CharPos.X = CharSize / 2; CharVel.X = (float)0.0; CharAcc.X = (float)0.0; } if (CharPos.X > bkg.Width - CharSize / 2) CharPos.X = bkg.Width - CharSize / 2; if (CharPos.Y < CharSize / 2) CharPos.Y = CharSize / 2; CharVel.Y = (float)0.0; contact = true; if (CharPos.Y > bkg.Height - CharSize / 2) CharPos.Y = bkg.Height - CharSize / 2; CharVel.X *= (float)0.9; bkgdisplay.X = (int)CharPos.X - graphics.PreferredBackBufferWidth/2; if (bkgdisplay.X < 0) bkgdisplay.X = 0; if (bkgdisplay.X > bkg.Width - graphics.PreferredBackBufferWidth) bkgdisplay.X = bkg.Width - graphics.PreferredBackBufferWidth; CharPosDisp.X = CharPos.X - bkgdisplay.X; CharPosDisp.Y = CharPos.Y; base.Update(gameTime); Character not permitted to move beyond left-side of play region. Character not permitted to move beyond right-side of play region. Character not permitted to move below bottom of play region (ground surface). Character not permitted to move above top of play region. Character X velocity slows to zero when not being accelerated by arrow keys. When character reaches edges of play region, background image is blocked to keep it in the display.

23 Draw( ) Method protected override void Draw(GameTime gameTime) { //GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(bkg, bkgorig, bkgdisplay, Color.White, 0, orig, 1, 0, 1); spriteBatch.Draw(character, CharPosDisp, CharRect, Color.White, 0, CharOrig, 1, 0, 0); spriteBatch.DrawString(font, "Left Arrow = move left Right Arrow = move right Space = jump Q = quit", TextOrig, Color.CadetBlue); spriteBatch.End(); base.Draw(gameTime); } The Draw( ) method puts the background image at level 1 (back) and the character at level 0 (front). The Key Legend is displayed at the top of the screen and remains fixed relative to the display as the backgroun scrolls behind it. For now our character is a red ball. As we continue to develop or game it will be replaced with an animated character.


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