XBOX 360 E User Guide
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GOING BEYOND—MAKING YOUR MODEL MOVE USING INPUT Step 1: Connect Your Xbox 360™Controller The first step in this tutorial is making sure you can provide some input to your game. We’ll be using the Xbox 360 Controller throughout this tutorial. Designed for use with both a Windows computer and an Xbox 360, the controller features many analog and digital inputs, as well as vibration motors to give the user feedback.There are other ways to take input—the XNA Framework has support for keyboard and mouse...
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The code you’ve just added to input runs every frame and does a few different things. First, it gets rid of the code that automatically rotates the ship; you’ll be controlling that with your controller. Next, it calls a method named UpdateInput, which you’ll have to create in the next step. Last, it adds our model’s velocity to its position, moving it in the world by its velocity, and decays the velocity so that eventually the model slows down. Step 3: Take Input from the User Now that the model is set...
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> Find some empty space in your code below the Update method. > Add a new method called protected void UpdateInput(). Modify the method to look like this: That method does a lot. Let’s take it piece by piece to investigate exactly what you’re doing with input and the model: //get the gamepad state GamePadState currentState = GamePad.GetState(PlayerIndex.One); 178 Xbox 360™Han dbook protected void UpdateInput() { //get the gamepad state GamePadState currentState = GamePad.GetState(PlayerIndex.One); if...
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This call to GetState retrieves a GamePadState object, which contains the information we need about the controller—in this case, stick and trigger positions. //rotate the model using the left stick; scale it down modelRotation -= currentState.ThumbSticks.Left.X * 0.10f; Retrieving the X-axis value of the left stick (left and right movement) returns a value that is added to the modelRotation variable. The value is scaled down so that the rotation isn’t too fast. //create some velocity if the right...
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Congratulations! At this point, your ship moves and gives you feedback through your Xbox 360 Controller. The player is in control of the action.When you’re ready, let’s add the final element—audio—to get you on your way. Once you can control the action and can see and hear the results of your actions, you’re well on your way to creating a game. Ideas to Expand Want to play around some more with input? Try these ideas: > Change the game to view your model from the top, as in a top-down arcade game....
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181 Welcome to XNA™ } //3d model to draw Model myModel; protected override void LoadGraphicsContent(bool loadAllContent) {if (loadAllContent) {myModel = content.Load(“Content\\Models\\p1_wedge”); } } protected override void UnloadGraphicsContent(bool unloadAllContent) { if (unloadAllContent == true) {content.Unload(); } } //Velocity of the model, applied each frame to the model’s position Vector3 modelVelocity = Vector3.Zero; protected override void Update(GameTime gameTime) { if...
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182 Xbox 360™Han dbook if (currentState.IsConnected) {//rotate the model using the left stick; scale it down modelRotation -= currentState.ThumbSticks.Left.X * 0.10f; //create some velocity if the right trigger is down Vector3 modelVelocityAdd = Vector3.Zero; //find out what direction we should be thrusting, using rotation modelVelocityAdd.X = -(float)Math.Sin(modelRotation); modelVelocityAdd.Z = -(float)Math.Cos(modelRotation); //now scale our direction by how hard the trigger is down modelVelocityAdd...
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GOING BEYOND—AUDIO Step 1: Get Some Wave Files Audio in XNA Game Studio Express is created using the Microsoft Cross-Platform Audio Creation Tool (XACT). Wave files (.wav) are assembled into an XACT project and built into wave banks that are loaded into your game.The first thing to do is get some wave files. This is where the Spacewar project you created in “Going Beyond—3-D Models” comes in handy. Let’s go get the wave files from that project: > Make sure your project from “Going Beyond—Making Your...
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Step 2: Create an X ACT™Project with Wave Files If you’ve noticed that you don’t add wave files like other content files (i.e., via the Solution Explorer), you’re right—the Content Pipeline processes XACT projects, which are compilations of wave files and not just the raw wave files themselves. We must now create that compilation using the Microsoft Cross-Platform Audio Creation Tool (XACT).Let’s launch XACT: > From your Start menu, browse to All Programs, then Microsoft XNA Game Studio Express, and...
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> Add both of your wave files to the wave bankwindow. Click on the wave bank window to make sure it is active, then right-click Wave Banks, and then click Insert Wave File(s). Browse to your game project folder, and into the Content\Audio\ Waves folder. Select both wave files. If you suc- cessfully added them, they appear in the wave bank window, which looks similar to the screen directly to the right: > For each wave listed in the wave bank window, drag the wave from the wave bank window to the sound...