Intermission #6/2 - Analogue Controls
Following on from the last post I will quickly cover updating our input framework to allow for analogue controls such as Gamepad stick and triggers.
Following on from the last post I will quickly cover updating our input framework to allow for analogue controls such as Gamepad stick and triggers.
Technorati Tags: xna
In the first of a few intermissions to the tutorial series, we will add some control to our windows phone project. With the current state of the development kit and the limited help in XNA 3.1 for the Zune, adding controls to a mobile device can be a bit of a black art as not all the same rules used in Windows and XBOX apply.
Lesson 6 is here from the Original DigiPen series tutorial now updated with XNA. This section is pretty much untouched apart from the updated code. I will follow this section up with a few intermission sections to add a few of my own personal touches.
Finally some action!!. There is not much going on in our game at the moment, one lone ship flying in a straight line over the skies of some lone planet, not a care in the world. Makes a nice screensaver but not much of a game.
No need to guess what this little section is about. Games on Windows Phone 7.
One problem with the original code from DigiPen (which the author freely admitted to) was that it was fixed to a resolution of 640 x 480 (640 pixels wide by 480 pixels high), this basically was the original VGA resolution only available on the earliest computers (by earliest I am only talking about 10 or 20 years ago now :-))
Since we are moving from single images stored as frames looped together to a single image with a picking rectangle, we need to update the framework.
(coming to you from 45,000 feet 🙂 on yet another flight to India with work, sound glamorous, but when you are leaving behind the wife, kids and 2 week old puppy, not so much. Although I do get more work done….)
As we get into the actual coding part of this tutorial, I thought I would at least show an image of what we are DigiPen was aiming for in this game.
The DigiPen tutorial was originally delivered on top of a basic game engine written for the tutorial series. Now the specifics of the engine were discussed breifly in the webcast, so I’ll elaborate here on those components and reflect on their place in an XNA based game.