Code How To's
This page provides tutorials for some of the most common actions a programmer may wish to implement.
Contents
- 1 Submit a Bug or Other Issue
- 2 Coding Conventions
- 3 Tweak Game Parameters
- 4 Create a New Minigame
- 5 Display a Static Image
- 6 Display an Animation
- 7 Create a New Type of Game Object
- 8 Get User Input
- 9 Manage a Heads Up Display
- 10 Display Text or Icons with the Ticker
- 11 Display Text Manually
- 12 Import and Play a Sound
- 13 Use a Particle Effect
- 14 Create a New Particle Effect
- 15 Keep Score and Give Resources to the Simulator Mode
- 16 Write to the Experimental Log
- 17 Use the Game Script
- 18 Run the Game in the Lab
Submit a Bug or Other Issue
- Login to BugHost.com
- Email August for a new user if necessary
- Click the Submit button on the top navigation bar
- Fill out the fields that apply to this issue
Type of Bug:
- Functional Problem
- Any actual "Bug"
- Suggestion
- A possible change to the game that may improve it
- New Feature
- Something that absolutely must be implemented
- Use sparingly; make sure it's not actually a Suggestion
Severity:
- How much this issue affects the game/application
Priority:
- How soon the issue must be fixed (relative to other issues)
- The majority of issues should be Low priority
- Use High sparingly
Coding Conventions
- Place the name of the file, authors, and copyright info at the top of each file
- Any person who makes significant changes to a file should add their name to the list of authors in a file
- This helps anyone reading the code because they know who to ask if they have a question about something
- Any person who makes significant changes to a file should add their name to the list of authors in a file
- All variables are lowerCamelCase
- All functions and properties (sometimes called "smart fields") are UpperCamelCase
- Member variables are preceded with "m"
- This code is intended to be viewed by many people who do not have strong programming backgrounds, therefore documentation is very important
- Document the purpose of each class's member variables
- Create a summary documentation block for every function
- This can be done by placing the cursor above a function definition and typing "///"
- This block shows up in Intellisense when writing that function in code
- Add a summary to any properties that are possibly confusing or not straightforward
- Document the purpose of each block of code unless the block is absolutely self-explanatory
- See MeteorMadness.cs for an example of the appropriate level of documentation
Tweak Game Parameters
It is often helpful to adjust variables during runtime. This can be accomplished by adding them to the game's cheat menu, which can be activated in game by pressing ctrl+alt+c.
- Add the variable to the Game Manager
- Declare a new member variable in ColonyGameManager next to the other tweakable variables
- Create a getter and setter for that variable
- Add the variable to the Control Panel
- Open ColonyControlPanel.cs[Design]
- If the minigame using this variable does not yet have a group, do the following
- Create a new radio button in the upper left corner in the same manner as the other games
- Create a new group anywhere in the right area (only the left most 250 px or so are visible in the game)
- Add a new if block to butUpdate_Click(object sender, EventArgs e)
- Double click on the form to bring up the code
- If this creates a new empty function, just delete the new function
- Move the group out of view in hidePanels()
- Double-click the new radio button to create the radNewminingame_CheckedChanged(...) function
- Fill this function with code similar to radColony_CheckedChanged(...)
- Add a new if block in UpdateMode(...)
- Add a label and text box to the minigame's group in the same manner as the existing games
- Add the line ColonyBaseApplication.GameManager.NewVariable = ...; to butUpdate_Click(...)
- Add the line txtNewVariable.Text = "" + ColonyBaseApplication.GameManager.NewVaraible; to ControlPanel_Load(...)
- Use the variable in the minigame
- The value can be accessed with ColonyBaseApplication.GameManager.NewVariable
- Set the default value for the variable in the config file
- There are 3 config files for the 3 configurations of the game builds
- Debug.conf, for development
- StandardRelease.conf, for public releases of the game
- LabRelease.conf, for use in the lab
- There are 3 config files for the 3 configurations of the game builds
Create a New Minigame
- Declare the class
- Create a new folder under ColonySimulator
- Create a new file in that folder named NewMinigame.cs where NewGame is the name of the new minigame
- Place all new minigame-specific classes in that folder
- Have the class derive from MiniGame
- class NewGame : MiniGame {...}
- Implement the Constructor
- Initialize game variables
- Declare a ScoreCard (see Scoring tutorial)
- Log the GameBegin code (see the Logging tutorial)
- Implement Update()
- public override void Update(ContentManager content){...}
- Do not assume a constant call rate
- This function will almost always be called 60 times per second, but that rate may vary depending on CPU load
- At the beginning of each cycle, get the time since the last cycle like this:
- float dt = ColonyBaseApplication.GameManager.ElapsedSeconds;
- DO NOT use XNA.Framework.GameTime.ElapsedGameTime as tAC_Engine implements update timing differently than a standard XNA application!
- Build the time into all movement and timers, for example:
- myEntity.LifeSpan -= dt;
- myEntity.Position += myEntity.Velocity * dt;
- Implement Draw()
- public override void Draw(SpriteBatch spriteBatch){...}
- Loop through all the game's entities and call their Draw() functions
- Consider using a generalized render-queue such as GenericWorldSpace (not-yet-implemented as of Oct 2007)
- Create a new game mode
- Add a new entry to ColonyBaseApplication.Modes = { ModeSelector, ColonySim, ...}
- Add the appropriate case to ColonyBaseApplication.SwitchMode(...)
- Add the appropriate case to ColonyBaseApplication.Update(...)
- Add the appropriate case to ColonyBaseApplication.Draw(...)
- As of Oct 2007, it is necessary to add a new case to ModeSelector.Update and .Draw, but that will eventually not be necessary
- End the game
- Flush the particle system (see the particles tutorial) if any emitters were created
- Log the GameEndSuccess/GameEndFailure code
- Flush the log (forces it to write any cached codes to disk)
- Show the score
- Switch the mode to ColonySim
- ColonyBaseApplication.SwitchMode(ColonyBaseApplication.Modes.ColonySim);
Display a Static Image
Before manually drawing something to screen consider using some type of game object, be it an Entity, HUD element, or even a Ticker (see the tutorials below). Game objects all know how to draw themselves, so it is unlikely that a programmer will need to draw something directly to the screen. Should the need arise, however, here's how it's done:
- Import the content into the project
- Browse to the appropriate folder in Visual Studio's Solution Explorer
- For example, Content\MiniGames\MyImage.png
- Right click on that folder and select Add->Existing Item
- Select the image to import
- Browse to the appropriate folder in Visual Studio's Solution Explorer
- Load it in code:
GraphicsDeviceManager gdm = ...; // This is declared in GenericGameManager.cs ConentManager cm = ...; // Usually a parameter, as in Update(ContentManager content) SpriteBatch sb = new SpriteBatch(gdm.GraphicsDevice); // Basically a wrapper for a DirectX render target Texture2D texture = cm.Load<Texture2D>(@"Content\MiniGames\MyImage"); // Source image with no file extension Rectangle destination = ...; // Display destination Color tint = Color.White; // Tint the image with this color float rotation = 0f; // Rotation (in radians) Vector2 center = new Vector2(texture.Width / 2f, texture.Height / 2f); // Origin of rotation float zDepth = 1f; // Order to draw sprites within this spritebatch sb.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.SaveState); sb.Draw( texture, destination , null, // What part of the source image to sample from--null tells it to use the whole image tint , rotation, center, SpriteEffects.None, // How to mirror the image zDepth ); sb.End();
Display an Animation
Animations are built into Entities. There are no plans to support animation in any other context. Here's an example:
Animation anim = new Animation(new Vector2(100, 100)); // Create an animation that is 100x100 pixels when displayed anim.AddClip("Idle", content.Load<Texture2D>(@"Content/IdleSpriteSheet"), 5, 1f/60f); // a 500x100 spritesheet anim.AddClip("Walk", content.Load<Texture2D>(@"Content/WalkSpriteSheet"), 12, 1f / 60f); // a 400x300 spritesheet Entity ent = new Entity(anim, new Vector3(10f, 50f, 0f), new Vector3(100f, 100f, 0f)); // a 100x100 2D entity located at (10,50) ent.Play("Idle"); // Start the idle animation // ... ent.Play("Walk"); // Switch to the walking animation // ... ent.Draw(sb); // Draw to the SpriteBatch sb
Create a New Type of Game Object
All specific game objects (players, enemies, collectibles, projectiles, etc.) should derive from Entity. This gives them easy ways to draw themselves, move, collide with other entities, and be passed to many tAC_Engine functions.
Get User Input
DO NOT use the standard XNA keyboard accessors (Xna.Framework.Input.KeyboardState or Xna.Framework.Input.Keyboard) because tAC_Engine does a lot caching and logging behind the scenes. Instead get keyboard input like this:
if (InputState.IsKeyDown(Keys.Left)) { // The left key was pressed }
If an exception is thrown stating "Unregistered Key Comparison" then add that key to the list in the InputState constructor.
Manage a Heads Up Display
Not yet implemented.
Display Text or Icons with the Ticker
string text = "w00t."; // Text to display (can be "") Texture2D image = null; // Can also be set to an image Vector2 imageSize = new Vector2(25f, 25f); // Size of the (optional) icon Vector2 offset = new Vector2(700f, 50f); // This will display the ticker 700 pixels to the right of the screen's // center and 50 pixels below the screen's center Vector2 velocity = new Vector2 (-10f, 0f); // Move left 10 pixels per second Ticker.Font font = Ticker.Font.Standard; // Regular text Color color = Color.DeepPink; // The manliest of colors float opacity = .5f; // 50% transparent float seconds = 5f; // Disappear after 5 seconds bool fade = true; // Fade in and fade out Ticker.Display(text, image, imageSize, offset, velocity, font, color, opacity, seconds, fade);
Display Text Manually
Most text displayed should be done using the Ticker, but if you really want to display text manually use the Nuclex font library. First you must import the desired font:
- Create an xml file for the new font called FontName.tffimport that looks like this:
<?xml version="1.0"?> <TrueTypeImport> <Path>Content\Fonts\MercuryII.ttf</Path> <Size>32</Size> </TrueTypeImport>
- Put the font (FontName.ttf) and FontName.tffimport in the Content\Fonts directory
- Set the following properties for FontName.ttf
- Build Action: None
- Copy to Output Directory: Copy if newer
- File Name: MercuryII.ttf
- Set the following properties for FontName.tffimport
- Build Action: Content
- Content Importer: TrueTypeFont - XNA Framework
- Content Processor: Bitmap Font - XNA Framework
- Copy to Output Directory: Do not copy
- XNA Framework Content: True
Now for the code:
ContentManager cm = ...; SpriteBatch sb = ...; BitmapFont bmf = cm.Load<BitmapFont>(@"Content\Fonts\Arial"); sb.Begin(SpriteBlendMode.AlphaBlend); bmf.DrawString(new Vector2(10.0F, 10.0F), "Manual Text!", Color.Azure); sb.End();
Import and Play a Sound
- Run Autism Collaborative\Utilities\XACT\Xact.exe
- This is the XACT tool from Microsoft DirectX SDK August 2006
- If--after following the steps in this tutorial--playing a file in code throws an exception about using the wrong version of XACT, try using Xact.exe from a different SDK build
- Open Autism Collaborative\Game\Game\Content\Sounds\AudioProject.xap
- Expand Wave Banks and double click Wave Bank in the panel on the left
- Expand Sound Banks and double click Sound Bank in the panel on the left
- Go to Wave Banks->Insert Wave File(s)...
- Select the file to import (MySound.wav) and click OK
- Drag the newly-added file to the Cue Name section in the Sound Bank:Sound Bank window
- Go to File->Build
- Save and close XACT
- Open game.sln with Visual Studio
- Browse to the Content\Sounds folder in the Solution Explorer
- Right click the Sounds folder and select Add->Existing Item...
- Select MySound.wav and click OK
- To play this new sound, use the following code:
Sound.Play("MySound"); // No file extension
Use a Particle Effect
Particles are handled by Sparx, a particle engine being developed alongside the Autism Game. Features are added to it on an as-needed basis so if a new feature is needed contact August or email support.
Particle Effects are imported via the content pipeline, so they can be called in a similar manner:
Emitter mRootEmitter; mRootEmitter = ParticleEngine.LoadParticleEffect(@"Content\Particle Effects\MyParticleEffect.spx"); ParticleEngine.AddEmitter(mRootEmitter);
Don't forget to kill emitters when they are no longer needed.
mRootEmitter.Alive = false; // Kills the Emitter ParticleEngine.Flush(); // Kills all Emitters
Emitters can be moved around:
mRootEmitter.Position2D = new Vector2(100f, 100f); // Emitter will move, but existing Particles will not be affected
They can also move and keep their Particles in the same relative location.
mRootEmitter.Transform = Matrix.CreateTranslation(100f, 100f, 0); // Particles will move with the Emitter
Any aspect of a Particle Effect can be changed at runtime. For example, to make an effect green add a Modifier:
mRootEmitter.RegularEmissionType.Modifiers.Add(new Modifier("Colorizer", 0f, 0f, Color.Green, Color.Green, 1f, 1f, 1f, 1f, 0f, 0f));
Or apply forces at runtime:
mRootEmitter.SubscribeEmissionsToForce(new Current("theWind", 0f, 0f, new Vector2(10f, 0f), 1f));
Create a New Particle Effect
This can be done entirely at runtime, however it is usually much easier (and more fun) to use they WYSIWYG editor Sparx Creator. Keep in mind this program is still under development (as of Oct 2007) so expect to encounter some bugs. The most notable bug involves opening files; they WILL display properly, but editing that file and resaving it doesn't exactly work. Until this bug is fixed, consider keeping Sparx Creator open until the effect is done and once Sparx Creator has been closed, make any tweaks to the effect through its .spx file (which is in XML format).
- Run Autism Collaborative\Utilities\Sparx\Shortcut to Sparx Creator.exe
- Make an effect
- Emitters can emit Emissions
- Emissions can be Particles or Emitters
- Modifiers can be applied to Emissions
- Forces can be applied to Emitters
Once an effect file is generated (MyEffect.spx) import it into the game to use it.
- In the Solution Explorer, browse to Content\Particle Effects
- Right click the folder and select Add->Existing Item...
- Select MyEffect.spx and click OK
- Change MyEffect.spx's Copy to Output Directory property to Copy Always
Keep Score and Give Resources to the Simulator Mode
Use the ScoreCard class to keep track of the score from a minigame. It provides easy ways to add and subtract resources, as well as an easy way to display them and pass them along to the Colony Simulator.
MiniGame has a ColonyScoreCard built into it, accessible by the Score property. Here are some examples of how to use it:
class MyGame : MiniGame { public override void Update(ContentManager content) { Score.Gather(ColonyResources.Money, 500); // Get 500 Monies MyGameObject mgo = new MyGameObject(); mgo.GiveMyGameCarbon(); // Get 1 Carbon Score.IncurDamageCost(100); // On CashOut, Money = Max (Money - DamageCosts, 0) int HowMuchMoneyIHave = Score.QueryResource(ColonyResources.Money); } public void DisplayTheScore() { bool playerWonTheMinigame = true; // Can be set to false if the player lost Score.Display(playerWonTheMinigame ); // Displays a copy of the current score and a message for succses/failure Score.CashOut(); // Transfers resources from MyGame to the Colony Simulator } // ... } class MyGameObject : Entity { public void GiveMyGameCarbon() { ColonyBaseApplication.MiniGame.Score.Gather(ColonyResources.Carbon, 1); } }
Write to the Experimental Log
As the game runs, certain actions are recorded and written to a file (Autism Collaborative\Game\Game\bin\x86\Debug\ExperimentalLog.txt or the corresponding Release folder). In the lab, these codes are also sent through the parallel port to sync the EEG data. Every action that pertains to an experiment must be logged in order to be analyzed (that's kind of the whole point of this game!).
First define the necessary game codes.
- Open Logger.cs
- Add up to 253 codes to public enum ExperimentalCode
- All codes must start with a unique "code identifier", an underscore, and then a descriptor in UpperCamelCase
- For minigames, the code identifier is 2 letters
- 3 codes are reserved for special parallel port functions with the software that runs the EEG machines used in lab tests
- All codes must start with a unique "code identifier", an underscore, and then a descriptor in UpperCamelCase
Now those codes are available for logging. Like so:
Logger.LogCode(Logger.ExperimentalCode.XX_Descriptor);
It is also possible to tell the logger to log a code every time a specific key is pressed:
InputState.Encode(Keys.A, InputState.KeyState.Down, Logger.ExperimentalCode.DEBUG_DudeJustPushedA);
Each minigame should remove the encodings when it is done, but it is also a good idea to decode the keys at the start of each minigame just in case.
InputState.Encode(Keys.A, InputState.KeyState.Down); InputState.DecodeAll();
Every minigame should also start with its GameBegin and end with its GameEnd[Success/Failure] codes.
It may be helpful to log events for debugging purposes. These codes have the identifier "DEBUG" and will not be logged unless the game is running in Debug mode. All new DEBUG tags must be explicitly assigned a value less than 0.
Use the Game Script
Not yet implemented.
Run the Game in the Lab
To enable the features necessary to run the game in the lab, the file conlab.tac must exist next to the game's executable.
From visual studio:
- Change the configuration to "ReleaseLab"
- Build the solution
From a public release of the game:
- Find "constd.tac," the standard encrypted config file
- Copy "conlab.tac" to the same directory
- Autism Collaborative\Game\Game\bin\x86\Laboratory\conlab.tac is generated when the game is compiled
- If the game finds conlab, it assumes it is in the lab and uses that config file
- If conlab is not present, it assumes it is not in the lab and uses constd.tac as the config file