General Help Questions
Posted: Wed Jan 22, 2014 8:46 pm
Hello,
For starters, I should alert all, I've been self learning XNA from next to no programming experience. Some java. Had a couple months of playing around, so I understand some, but not to much.
I've basically ripped apart the demo and re-used all the CharacterController and Camera features. I just had the ground breaking experience in understanding that when you add
character.Update(values) in the game Update's, it goes through all the updates defined in CharacterController.
As of right now, I still think that to create to my "player," I have to create that object( character = new characterControllerInput) in the LoadContent, and then update it with the game. I've added the code in Update to allow me to make the character Active.
I used the StaticMesh method shown in the demo to create my game world from a simple model. I've added the ability to fire one of my custom models using the right click, while still being able to shoot cube with left click. I run into a problem with my custom models colliding, but not important.
My first general question has to do with improving the character. My goal for learning is to be able to place two characters, and control one to fire projectiles to the other, deal/receive damage, and respawn.
I do imagine this is a topic that involves a lot more than a simple code example, and for my development, I would like to stay away from exchanging code as much as possible.
Any advice or thoughts anybody would share would be most appreciated. Share the concept more than code example, please.
More Specific to the question:
Do I define a int/double/float in the CharacterController to serve as HealthPoints, and include in the "HandleCollision" a subtraction of that object's hp,and then force a respawn when it reaches 0?
Do I try to create a whole new class called "player" or "avatar" that uses the step, query, and stance manager all the same, but includes the HP?
I have many more questions, including how to give the "Character" a model and collision that matches the model space( instead of a box or cylinder)? This can wait if this concept involves more development.
For starters, I should alert all, I've been self learning XNA from next to no programming experience. Some java. Had a couple months of playing around, so I understand some, but not to much.
I've basically ripped apart the demo and re-used all the CharacterController and Camera features. I just had the ground breaking experience in understanding that when you add
character.Update(values) in the game Update's, it goes through all the updates defined in CharacterController.
As of right now, I still think that to create to my "player," I have to create that object( character = new characterControllerInput) in the LoadContent, and then update it with the game. I've added the code in Update to allow me to make the character Active.
I used the StaticMesh method shown in the demo to create my game world from a simple model. I've added the ability to fire one of my custom models using the right click, while still being able to shoot cube with left click. I run into a problem with my custom models colliding, but not important.
My first general question has to do with improving the character. My goal for learning is to be able to place two characters, and control one to fire projectiles to the other, deal/receive damage, and respawn.
I do imagine this is a topic that involves a lot more than a simple code example, and for my development, I would like to stay away from exchanging code as much as possible.
Any advice or thoughts anybody would share would be most appreciated. Share the concept more than code example, please.
More Specific to the question:
Do I define a int/double/float in the CharacterController to serve as HealthPoints, and include in the "HandleCollision" a subtraction of that object's hp,and then force a respawn when it reaches 0?
Do I try to create a whole new class called "player" or "avatar" that uses the step, query, and stance manager all the same, but includes the HP?
I have many more questions, including how to give the "Character" a model and collision that matches the model space( instead of a box or cylinder)? This can wait if this concept involves more development.