Thursday 30 May 2013

Some Code Snippets

Here I'm going to add some little bits of code that I find handy. Might be some use to somebody.

Desaturate a Colour in C#/XNA

 

//c = the colour to desaturate
//amount = the amount of desaturation between 0 and 1
Color desaturate(Color c, float amount)>
{
     Color gray = new Color((c.G * 0.59f), (c.R * 0.3f), (c.B * 0.11f));
     Color newC = Color.Lerp(gray, c, amount);

     return new Color(newC.R, newC.G, newC.B, 255); //the extra 255 is the alpha value. include this to make sure the color is fully opaque
}

Get Angle Between Two points in C#/XNA

 

//p1 = start point
//p2 = end/destination point
public float getAngleFromPoints(Vector2 p1, Vector2 p2)
{
    float angle = (float)Math.Atan2(p2.Y - p1.Y, p2.X - p1.X);

    if (angle < 0)
    {
        angle += (float)(2 * Math.PI);
    }

    return angle;
}

Convert Between Degrees and Radians in C#/XNA

 

//r = the angle in radians to convert
public float RadiansToDegrees(float r)
{
    return (float)(r * 180 / Math.PI);
}

//d = the angle in degrees to convert
public float DegreesToRadians(float d)
{
    return (float)(Math.PI * d / 180);
}

Detect keyboard and controller input in C#/XNA

 

public class MyKeyboard
{
    private KeyboardState oldState;
    private KeyboardState newState;

    public MyKeyboard()
    {
        oldState = Keyboard.GetState();
    }
        
    //call this at the start of your game loop
    public void init()
    {
        newState = Keyboard.GetState();
    }

    //call this at the end of your game loop
    public void reset()
    {
        oldState = newState;
    }
    /////////////////////////////////////////////////////////////////////////////////
    //check if a key is being held down
    public bool keyDown(Keys k)
    {
        if (newState.IsKeyDown(k))
        {
            return true;
        }

        return false;
    }

    //check if a key has just been pressed
    public bool keyPressed(Keys k)
    {
        if (newState.IsKeyDown(k) && oldState.IsKeyDown(k) == false)
        {
            return true;
        }

        return false;
    }

    //check if a key has just been released
    public bool keyReleased(Keys k)
    {
        if (newState.IsKeyDown(k) == false && oldState.IsKeyDown(k))
        {
            return true;
        }

        return false;
    }
}

public class MyController
{
    private GamePadState oldState;
    private GamePadState newState;

    public MyController()
    {
        oldState = GamePad.GetState(PlayerIndex.One);
    }
    
    //call this at the start of your game loop
    public void init()
    {
        newState = GamePad.GetState(PlayerIndex.One);
    }

    //call this at the end of your game loop
    public void reset()
    {
        oldState = newState;
    }
    /////////////////////////////////////////////////////////////////////////////////
    //check if a button is being held down
    public bool buttonDown(Buttons b)
    {
        if (newState.IsButtonDown(b))
        {
            return true;
        }

        return false;
    }

    //check if a button has just been pressed
    public bool buttonPressed(Buttons b)
    {
        if (newState.IsButtonDown(b) && oldState.IsButtonDown(b) == false)
        {
            return true;
        }

        return false;
    }

    //check if a button has just been released
    public bool buttonReleased(Buttons b)
    {
        if (newState.IsButtonDown(b) == false && oldState.IsButtonDown(b))
        {
            return true;
        }

        return false;
    }
    ////////////////////////////////////////////////////////////////////////////////////
    //get the value of the left thumb stick
    public Vector2 leftStick()
    {
        return (new Vector2(newState.ThumbSticks.Left.X, newState.ThumbSticks.Left.Y));
    }

    //get the value of the right thumb stick
    public Vector2 rightStick()
    {
        return (new Vector2(newState.ThumbSticks.Right.X, newState.ThumbSticks.Right.Y));
    }

    //get the value of the left trigger
    public float leftTrigger()
    {
        return newState.Triggers.Left;
    }

    //get the value of the right trigger
    public float rightTrigger()
    {
        return newState.Triggers.Right;
    }
}

Wednesday 22 May 2013

Easing/Tweening

So a useful tool for game development is a technique called "easing" or "tweening". This is often used for skeletal animation, but is also useful for other tasks. Basically what it involves is updating a value between a start and end point over time. So for example if I wanted to move a sprite across the screen along the x axis starting at x = 200 and ending at x = 1000 for a duration of 1.5 seconds, then the x position of the sprite could be tweened between these two values.

Below I will show you four quadratic easing functions (language is C#, but you can adapt these functions to whatever language you are using):

All the functions will have the same parameters:
currentTime: this is the current time of the tween
start: this is the start value of the tween
diff: this is the difference between the end and start value
length: this is the total time of the tween

Linear (the value will be changed at a constant rate):



public float Linear(float currentTime, float start, float diff, float length)
{
     return diff * currentTime / length + start;
}



Ease Out (the value will change quickly at first and then slow down)



















public float EaseOut(float currentTime, float start, float diff, float length)
{
      currentTime /= length;
      return -diff * currentTime*(currentTime-2) + start;
}



Ease In (the value will change slowly at first and then speed up)




















public float EaseIn(float currentTime, float start, float diff, float length)
{
     currentTime /= length;
     return diff*currentTime*currentTime + start;
}



Ease In Ease Out(the value will change slowly at the beginning and end, and change quickly in the middle)





















public float EaseInOut(float currentTime, float start, float diff, float length)
{
     if ((currentTime /= length / 2) < 1)
     {
         return diff / 2 * currentTime * currentTime + start;
     }

     return -diff / 2 * ((--currentTime) * (currentTime - 2) - 1) + start;
}


Example:
So let's use the example from above. We want to move a sprite along the x axis between x = 200 and x =  1000 for a duration of 1.5 seconds. We would set up the parameters like this:

currentTime: you'd need to set up a timer for the tween and update it using your game engine/framework's delta time (time between last frame and current frame)
start: in this case 200
diff: in this case 1000 - 200 = 800
length: in this case 1.5

so call this line every frame:
spriteX = Linear(timer, 200, 800, 1.5);


Tuesday 21 May 2013

New Blog

So in the interest of letting people know what I'm doing on a (hopefully) regular basis instead of hiding in my cave and then pouncing on the internet with a finished game that no one has ever heard of, I'm setting up this blog where I will post updates on project progress and other random gamedev stuff.

Enjoy :)