New here? What’s IwGame? IwGame is an open source free to use cross platform game engine for iPhone, iPad, Android, Bada, Playbook, Symbian, Windows Mobile, LG-TV, Windows and Mac, built on top of the Marmalade SDK. You can find out more and download the SDK from our IwGame Engine page.
After much bashing with hammers and sawing with saws IwGame version 0.27 is now available for download, including updated documentation. Some of you may get a little upset as we have completely replaced the old animation system with a brand new more powerful system. Sorry for that, but thought better to change it sooner rather than later.
Lets take a quick look at the changed for v0.27:
Added new customisable mark-up language XOML that allows you to declare most IwGame obects declaratively, including scenes, custom actors, images, resource groups, animations, animation timelines
CIwGameAnimManager has been removed and replaced with the much more powerful CIwGameAnimTimeline, paving the way for very powerful actor and scene animations
Animation system has been completely changed to use a proper key frame interpolation system
Support for animation targets to automate update of object properties
CIwGameActorImage initialisation no longer requires a scene or an animtion. CIwGameActorImage initial image source rectangle now matches the initial size of the actor
setCollisionSize() added to CIwGameActor to allow setting of collision size from a radius
CIwGameDataInput and CIwGameDataOutput stream classes added
Simple, fast pooled memory XML parser added (CIwGameXml)
CIwGameResourceGroup system added to encapsulate Marmalade resource groups
Global and scene local resoure systems added
CIwGameImage can now be instantiated 3 ways, from memory buffer, from file or from web file
CiwGameImage initialisation from memory buffer no longer requires specification of the is_jpeg flag
Blocking parameter can now be passed to CIwGameImage::Load()
CIwGameScene scenes can now be assigned a colour. All contained actors will be scaled by the colour, allowing flash and fade effects
CIwGameBitmapSprite::setSrcRect() now takes a CIwRect
FRAME_SPEED_LOCK_MS now added to set frame rate cap
CIwGame::Init() changed to CIwGame::Init(bool enable_http), passing true will boot up the HTTP manager and allow you to use it in-game
Bug Fix – CIwGameHttp crashed if a request came back after the object was shut down
Bug fix – All actors were being treated as though they were collidable
Bug fix – Sprites no lnoger try to render themselves if their associated image is not yet loaded
Yes, I know that’s a lot of changes! Lets take a look at some of these new changes in more depth
What’s this new XOML Mark-up Language stuff all about?
Ok, time for the old copy and past. After working two days flat on updating documentation I feel less obliged to write fresh content 🙂
I like to make code that is extensible but I also like to make life easier for myself without sacrificing too much versatility, so my coding style constantly strives towards balancing ease of use and extensibility. I’ve done a lot of Silverlight / WPF coding in the past which is where I came across Microsoft’s XAML mark-up language. I later came across Adobe Flex’s MXML mark-up language and decided that mark-up language was the way to go with game and app development. Being able to define my whole UI, game scenes, animations and even game logic using simple readable XML seemed like the best way to go.
IwGame adds some of the great functionality found in XAML / MXML allowing you to declare much of what will appear in your game using XOML (XML Object Modelling Language).
The major advantages of using XOL include:
Saves a whole bunch of typing
Design and layout scenes and actors using mark-up
Design resource groups and images using mark-up
Design complex animations and time line animations
No recompiling required to test changes
Add new content without resubmitting to the app stores
Add content that is streamed from a server
As you can see, we have some pretty neat advantages to switching over to using a mark-up language
It may look like quite a bit of XML but the above would take many hundreds of lines of code to instantiate all of these classes and set up their data.
XOML is also extensible in that you can provide your own custom tags, allowing you to extend the syntax.
How to work with XOML files?
How is XOML meant to be used? Well that’s up to you, I’m pretty sure you already have hundreds of cool ideas bouncing around your mind right now. That said we do have some recommended usage and work flow ideas.
The idea is to define all of your different types of actors and / or scenes derived from IwGame base scenes and actors then add the creators to the XOML system. This allows you to declare them in XOML.
You should have very few if not a single global resource XOML file that contains all of your global resources. This gets loaded first when you boot the game.
You then create separate XOML files that contain either single scenes or scenes grouped by functionality.
Try to keep scene specific resources within scenes so they can be freed up when the scene is no longer needed, but try to balance resource group loading times with resource re-use.
The animation system provided by XOML is very powerful so try to use it wherever appropriate.
Start looking at your game as being driven by XOML rather than XOML being a simple data format.
How to load a XOML File
Loading a XOML file is incredibly simple:
// Load a test XOML file
IW_GAME_XOML->Process(this, "Scene1.xml");
The first parameter to the Process() method represents the parent class that you want to load all of the XOML data into. For example, if you load a XOML file that contains scenes then you should pass the CIwGame derived game object so that the created scenes will be added to the main game object. On the other hand if the XOML file contains a simple list of global resources then you can pass NULL. This kind of versatility allows you to split your game definitions across multiple files.
Its worth noting at this point that you need to ensure that IwGame::Init() has been called before using the XOML system as IwGame::Init() sets up important systems that are used by the XOML system.
What’s the future of XOML?
XOML was initially designed to simplify the mundane and time consuming tasks involved in creating scene layouts and animations etc, but luckily it turned into something much more. Over time XOML will evolve into even more with future with plans for the following addictions:
Data binding
Declartion of user interfaces
Declartion of physics materials and scenes
Support for styling
More IwGame class support such as support for video, data files, camera streaming, audio time lines and more..
New Animation System
Now XOML (the biggest addition to IwGame) is out the way, lets look at the new animations system. The new animation system supports proper key frame interpolation where key frames can be spaced apart in time in a none linear fashion. The new animation system also has support for animation timeline’s and more types of animation data.
Timeline animations are collection of animations that are played simultaneously on some kind of animation target. An animation can be anything such as an actor or a scene. In fact, any class that is derived from the IIwGameAnimTarget interface.
Animation target and animation target properties allows the animation system to automatically updated properties of target objects with their interpolated animation values.
The new animation system has support for boolean, floating point, 2d, 3d and 4d vector, image frames and string based frame data.
XML parser and Streams
Stream input and output classes and XML parser utilities have been added. The XML parser is basic but quick and uses tag / node pooling to reduce memory fragmentation.
Marmalade Resource Group Wrapping and Global Resources
Marmalades resource groups have been wrapped into CIwGameResourceGroup to enable then to be integrated into XOML and facilitate auto loading / destruction in scenes and the global resource syste,
A new global resource system has been added (use IW_GAME_GLOBAL_RESOURCES to access) which the XOML system uses to store application global resources. Scenes also support a local resource system for resources that should only exist during the scenes lifetime.
Other Bits and Bobs
Images can now be created directly from a web resource (no need to go through the file system)
Game scenes now have a colour and opacity that can be animated. Note that the colour and opacity will be applied to any contained actors (good for flashes and fades)
CIwGame can now initiate and take care of update and clean-up of the HTTP manager, so you no longer need to handle this from outside CIwGame.
In closing
Well that’s it for this update of the IwGame engine, our next update will include Box2D integration into the actor and scene system, maybe even into the XOML system too, we will just have to see.
The latest version of IwGame can be downloaded FREE from the IwGame Engine page.
This tutorial is part of the Marmalade SDK tutorials collection. To see the tutorials index click here
In our previous tutorial we created an extensible animation system that allowed us to create discrete frame based image animation as well as other types of animations. This week we will continue on our quest to create an easy to use, extensible cross platform 2D game engine. In order to do this effectively we need to get organised and organised we will be. If you just want the code to this tutorial then download it from here.
Ok, so how do we organise things in a 2D engine? What sort of things do we want our 2D engine to do? Here’s a brief list:
We want sprites and animations obviously, these we already covered in previous tutorials
We want sprite creation / handling to be automated so that we do not have to worry about creating, updating and destroying sprites
We want to define specific types of game objects (players, bombs, aliens, pickups etc..) modelled on a single game object type
We want scenes that contain our game objects, managing their life times and updates
We want cameras that we can move around in our scene to view different parts of the scene.
We want our game objects to recognise when they collide with each other and react to each other
To manage all of the above we are going to create a Camera, Actor, Scene (CAS) system.
Cameras, Actors and Scenes
The camera, actor and scene system (CAS) constitutes the logical implementation of our game engine. The scene represents our finite gaming world, whilst actors represent our individual game objects that live within our gaming world. The scene manages all of our actors for us, taking care of updating them and deleting them when they are no longer needed. The camera represents a view into the gaming world that can be moved around, rotated and scaled to view different parts of the world.
CIwGameActor – Our game objects are really just actors on a stage
Ok, we will begin by taking a look at the CIwGameActor class:
class CIwGameActor
{
protected:
// Properties
CIwGameScene* Scene; // Scene that actor lives in
bool Used; // Used is used when actors pooled to reduce memory fragmentation
bool Managed; // Marks this actor as being managed by another object so we do not delete it
unsigned int NameHash; // Name of Actor (stored as an hash for speed)
int Type; // Type of Actor (use to distinguish beteeen different actor types)
CIwFVec2 OriginalPosition; // Original position of actor in the scene (when actor was first spawned)
CIwFVec2 Position; // Current position of actor in the scene
CIwFVec2 Velocity; // Current velocity of actor
CIwFVec2 VelocityDamping; // Dampens the velocity
float OriginalAngle; // Original angle in scene (when first spawned)
float Angle; // Orientation in scene (degrees)
float AngularVelocity; // Angular velocity
float AngularVelocityDamping; // Angular velocity damping
float Scale; // Scale
CIwColour Colour; // Colour
bool IsActive; // Active state of actor
bool IsVisible; // Visible state of actor
bool IsCollidable; // Collidable state of actor
CIwGameSprite* Visual; // Visual element that represents the actor
CIwGameAnimManager* VisualAnimManager; // Visuals animation manager, used to control the actors visual componen animations
int CollisionSize; // Size of collision area
CIwRect CollisionRect; // Spherical collision size
float PreviousAngle; // Previous updates angle
CIwFVec2 PreviousPosition; // Previous updates position
public:
void setUsed(bool in_use) { Used = in_use; }
bool isUsed() const { return Used; }
void setManaged(bool managed) { Managed = managed; }
bool isManaged() const { return Managed; }
void setScene(CIwGameScene* scene) { Scene = scene; }
CIwGameScene* getScene() { return Scene; }
void setName(const char* name) { NameHash = IwHashString(name); }
unsigned int getNameHash() { return NameHash; }
void setType(int type) { Type = type; }
int getType() const { return Type; }
void setOriginalPosition(float x, float y) { OriginalPosition.x = x; OriginalPosition.y = y; }
CIwFVec2 getOriginalPosition() { return OriginalPosition; }
void setPosition(float x, float y) { Position.x = x; Position.y = y; }
CIwFVec2 getPosition() { return Position; }
void setOriginalAngle(float angle) { OriginalAngle = angle; }
float getOriginalAngle() { return OriginalAngle; }
void setAngle(float angle) { Angle = angle; }
float getAngle() { return Angle; }
void setVelocity(float x, float y) { Velocity.x = x; Velocity.y = y; }
CIwFVec2 getVelocity() { return Velocity; }
void setVelocityDamping(float x, float y) { VelocityDamping.x = x; VelocityDamping.y = y; }
void setAngularVelocity(float velocity) { AngularVelocity = velocity; }
float getAngularVelocity() const { return AngularVelocity; }
void setAngularVelocityDamping(float damping) { AngularVelocityDamping = damping; }
void setScale(float scale) { Scale = scale; }
float getScale() const { return Scale; }
void setColour(CIwColour& colour) { Colour = colour; }
CIwColour getColour() const { return Colour; }
void setActive(bool active) { IsActive = active; }
bool isActive() const { return IsActive; }
void setVisible(bool visible) { IsVisible = visible; }
bool isVisible() const { return IsVisible; }
void setCollidable(bool collidable) { IsCollidable = collidable; }
bool isCollidable() const { return IsCollidable; }
void getVisual(CIwGameSprite* visual) { Visual = visual; }
CIwGameSprite* getVisual() { return Visual; }
void setVisualAnimManager(CIwGameAnimManager* anim_manager) { VisualAnimManager = anim_manager; }
CIwGameAnimManager* getVisualAnimManager() { return VisualAnimManager; }
void setCollisionRect(CIwRect& rect);
CIwRect getCollisionRect() const { return CollisionRect; }
int getCollisionSize() const { return CollisionSize; }
void setPreviousPosition(float x, float y) { PreviousPosition.x = x; PreviousPosition.y = y; }
CIwFVec2 getPreviousPosition() const { return PreviousPosition; }
void setPreviousAngle(float angle) { PreviousAngle = angle; }
float getPreviousAngle() const { return PreviousAngle; }
// Properties end
CIwGameActor() : Used(false), Managed(false), Scene(NULL) { Reset(); }
virtual ~CIwGameActor();
// Reset the actor (used by memory pooling systems to save actor re-allocation, usually called after re-allocation to reset the object to a default state)
virtual void Reset();
// Update the actor (called by the scene every frame)
virtual bool Update(float dt);
// Update the visual that represents this actor on screen
virtual bool UpdateVisual();
// Actors are responsible for carrying out there own collision checks. Called after all actor updates to check and resolve any collisions
virtual void ResolveCollisions() = 0;
// NotifyCollision is called by another actor when it collides with this actor
virtual void NotifyCollision(CIwGameActor* other) = 0;
// Call to see if this actor was tapped by the user
virtual bool CheckIfTapped();
// Checks to see if another actor is colliding with this actor
bool CheckCollision(CIwGameActor* other);
};
Hmm, I agree, its a bit on the BIG side, but if you look carefully our CIwGameActor class provides a lot of functionality built in, which in the long run will save us lots of coding time. Again, you never create a direct instance of this class as it is abstract, you dervice your own different actor types from CIwGameActor.
We handle a lot of functionality with this base class including:
Position, orientation, scale, angular velocity, velocity damping and angular velocity damping – Physical attributes of our actor
Visibility state, active state, collide-able state – Used to hide, disable and mark as collide-able objects
Object type identifier, object name (used to search for specific types of objects or named objects). These are very useful as they allow you to create actors and forget about them, no need to store a pointer to them to reference them later, you simply ask the scene to find the object by name or type to access it again.
Visual, colour and animation manager – We will use these variables to give our object a visual representation in our world
Collision size and collision rectangle are used for collision detection
Note that eventually we will be replacing the physical components in this class with the Box2D physics engine.
I would like to point out a few important methods in this class:
Update() – When you implement your own actor types you override this method to provide the implementation of your game object specific behaviour. For example, if you create a player actor then you may check and move the player, maybe fire of different animations / sound effects. The default implementation of Update() will update the basic physics for the actor, any attached playing animations as well as add the actor to the collision check list if it is collision enabled. You should call CIwGameActor::Update() in your own Update() implementation, if you want to keep this functionality.
UpdateVisual() – You do not generally need to override and provide your own implementation of this method as this method will automatically update the actors associated visual for you.
ResolveCollisions() – When the scene has finished calling all of its actor updates it will then call ResolveCollisions() on each of the actors. You provide the implementation of this method to check for collisions with other actors. We implement collision checking this way as it allows us to optimise which collision checks to make. For example, lets say we are creating the old game Asteroids. The scene consists of 10 asteroids, 10 bullets and our ship. Our ship actor only needs to check for collisions with the asteroids and not the bullets or the ship.
NotifyCollision() – When an actor collides with another actor we need some mechanism for letting the other actor know that we have collided with them. When an actor collides with this actor it will call its NotifyCollision() method to let it know, this gives the actor a chance to respond to the collision event
CheckIfTapped() – Whilst this method is not currently implemented it will eventually allow us to check and see if the actor was tapped by the user. This is good for allowing the user to interact with our actors
CheckCollision() – Helper method for checking if two actors bounding circles overlap
One important note about Actors is there coordinate system. As far as our scene is concerned, the worlds centre is the the middle of the scene (0, 0), which corresponds to the centre of the screen for a scene that has not been moved.
CIwGameActorImage – An image based actor helper class
I suspect that many of you will want to simply get up and running quickly with your game and not have to worry about deriving your own actor class. With that in mind I created an image based actor that allows you to quickly set up a basic image based actor, complete with a sprite atlas, a base animation and a size. Lets take a quick look at the code in that class as I thin it will prove helpful when it comes to you designing your own actors:
bool CIwGameActorImage::Init(CIwGameScene* scene, CIw2DImage* image, CIwGameAnimImage* anim, int width, int height)
{
// Reset the actor
CIwGameActor::Reset();
// Set the scene
Scene = scene;
// Create sprite
if (image != NULL)
{
CIwGameBitmapSprite* sprite = new CIwGameBitmapSprite();
if (sprite == NULL)
return false;
// Set sprite image
sprite->setImage(image);
sprite->setDestSize(width, height);
// Set sprite as visual
Visual = sprite;
// Add sprite to the sprite manager so it can be managed and drawn
Scene->getSpriteManager()->addSprite(sprite);
}
// Create an animation manager and add the animation to it
if (anim != NULL)
{
VisualAnimManager = new CIwGameAnimManager();
VisualAnimManager->setUpdateAll(false);
if (VisualAnimManager == NULL)
return false;
VisualAnimManager->addAnimation(anim);
// Set the first animation in the animation manager as the current animation
VisualAnimManager->setCurrentAnimation(0);
}
return true;
}
Our Init() method is pretty simple, it resets the actors internal data to default, creates a bitmapped sprite visual from the image and actor size then creates an animation manager and adds our default animation to it.
bool CIwGameActorImage::UpdateVisual()
{
if (CIwGameActor::UpdateVisual())
{
// Update the sprite
if (VisualAnimManager != NULL)
{
// Get the animations current image frame data and copy it to the bitmapped sprite
CIwGameAnimImage* anim = (CIwGameAnimImage*)VisualAnimManager->getAnimation(0);
if (Visual != NULL)
((CIwGameBitmapSprite*)Visual)->setSrcRect(anim->getCurrentFrameData());
}
return true;
}
return false;
}
Our UpdateVisual() method simply moves the image animation frame data to our sprite to update its image.
Unfortunately you will still need to derive your own actor from CIwGameActorImage() in order to create an actor object
CIwGameScene – A place for actors to play
The scene is the place where we put actors. When you add an actor to a scene the scene will take care of calling game logic update and visual update methods and building a list of potential colliding actors, as well as cleaning up the actors when the game is finished.
The scene also takes care of updating the camera and fitting our game across different sized screens with different aspect ratios. Look as the scene as the driving force that manages much of our game processes for us, so we can get on with coding up cool actors and other game logic.Lets take a quick look at the CIwGameScene class:
class CIwGameScene
{
public:
// Public access to actor iteration
typedef CIwList::iterator _Iterator;
_Iterator begin() { return Actors.begin(); }
_Iterator end() { return Actors.end(); }
// Properties
protected:
CIwGameSpriteManager* SpriteManager; // Manages sprites for the whole scene
CIwGameAnimFrameManager* AnimFrameManager; // Manages the allocation and clean up of animation frames
unsigned int NameHash; // Hashed name of this scene
CIwVec2 ScreenSize; // Native screen size
CIwVec2 VirtualSize; // The virtual size is not the actual size of the scene. but a static pretend size that we can use to render to without having to cater for different sized displays
CIwMat2D VirtualTransform; // Virtual transform is used to scale, translate and rotate scene to fit different display sizes and orientations
CIwMat2D Transform; // Scene transform
CIwList Actors; // Collection of scene actors
CIwRect Extents; // Extents of scenes world
CIwGameCamera* Camera; // Current camera
CIwGameActor** Collidables; // List of collidable objects built this frame
int MaxCollidables; // Maximum allowed collidables
int NextFreeCollidable; // Points to next free slot in sollidables list pool
public:
CIwGameSpriteManager* getSpriteManager() { return SpriteManager; } // Manages sprites for the whole scene
CIwGameAnimFrameManager* getAnimFrameManager() { return AnimFrameManager; } // Manages the creation and clean up of animation frames
void setName(const char* name) { NameHash = IwHashString(name); }
unsigned int getNameHash() { return NameHash; }
CIwVec2 getScreenSize() const { return ScreenSize; }
CIwVec2 getVirtualSize() const { return VirtualSize; }
void setVirtualTransform(int required_width, int required_height, float angle, bool fix_aspect = false, bool lock_width = false);
CIwMat2D& getVirtualTransform() { return VirtualTransform; }
CIwMat2D& getTransform() { return Transform; }
void addActor(CIwGameActor *actor);
void removeActor(CIwGameActor* actor);
void removeActor(unsigned int name_hash);
CIwGameActor* findActor(unsigned int name_hash);
CIwGameActor* findActor(int type);
void clearActors();
void setExtents(int x, int y, int w, int h) { Extents.x = x; Extents.y = y; Extents.w = w; Extents.h = h; }
CIwRect getExtents() const { return Extents; }
void setCamera(CIwGameCamera* camera) { Camera = camera; }
CIwGameCamera* getCamera() { return Camera; }
bool addCollideable(CIwGameActor* actor);
CIwGameActor** getCollidables() { return Collidables; }
int getTotalCollidables() const { return NextFreeCollidable; }
// Properties end
private:
public:
CIwGameScene() : Collidables(NULL), SpriteManager(NULL), AnimFrameManager(NULL), NextFreeCollidable(0), Camera(NULL), MaxCollidables(0) {}
virtual ~CIwGameScene();
// After creating the scene, call Init() to initialise it, passing the maximum number of actors that you expect can collide
virtual int Init(int max_collidables = 128);
// Update() will update the scene and all of its contained actors
virtual void Update(float dt);
// Draw() will draw all of the scenes actors
virtual void Draw();
// Event handlers
};
Yep, I know, its another biggy, but again it supports lots of cool functionality such as:
Handles all of our actors
Handles our camera
Fits our game to any sized screen / any aspect ratio using a virtual size display
Tracks potential colliders
Manages sprites and animation frames
You will be happy to know that you do not need to derive you own scene from CIwGameScene() and you will generally instantiate and work with a version of this class directly. Our scene class does not however need a little setting up initially. Heres asome basic code on how to set up a scene:
I think at this point I need to explain something about the virtual screen system that I use to ease the pain of cross platform development
Using a Virtual Screen Size to Target Any Sized Screen
There are quite a few different solutions knocking around that solve the problem of targeting our game at a variety of different screen resolutions, including:
Scale to fit – This is a very simple scaling of the scene to match the display resolution. This is quick and simple but your game can appear stretched or squashed on displays that have a different aspect ratio to your game aspect ratio
Bordered – Another simple system that displays your game at its native resolution but with a border around it to fill the space that your game doesn’t cover. I don’t like this method as you are giving up too much screen real-estate
Unlimited screen size – This method is quite complex and involves rendering enough stuff on screen at a 1:1 pixel resolution to cover the entire screen. This disadvantage (and advantage, depends how much time you have on your hands) of using this method is that you would need to display a much larger area of the gaming world on a higher resolution display than on a lower resolution display.
Virtual screen – This method uses a pretend screen size that best fits many resolutions (800 x 512 / 512 x 800 is a good choice). Your game renders everything as though it is rendering to the virtual size and not the actual phones / tablets native screen size. You later scale and translate the virtual canvas to fit onto the native phones screen resolution.
We could use any of these methods in our game, but I am going to use a virtual canvas because it is the most convenient. Our CIwGameScene class has a method called setVirtualTransform() which will set this up for us, so that all of our actors will render to the virtual screen size. Heres how to use the method:
required_width, required_height – This is the width and height we would like to use for our virtual screen
fix_aspect – Tells the scene to fix the aspect ratio of the scene to match the native screen aspect ratio
lock_width – Tells the scene to fix eth aspect ratio based on the width of the display instead of the height
CIwGameCamera – Our View Into the Gaming World
Many games can get away with simply one visible screen of information (such as Asteroids, Space Invaders, Pac-man etc..), but other types of games such as platformers, sports games, strategy games etc.. require the ability to move around the gaming world in some fashion. This is usually accomplished by using a camera that can move our point of view within the world. CIwGameScene supports the attachment of a camera to allow us to move our view around a larger virtual world. Lets take a quick look at the CIwGameCamera class:
class CIwGameCamera
{
public:
// Properties
protected:
unsigned int NameHash; // Hashed name of this camera
CIwMat2D Transform; // The combined camera transform
CIwFVec2 Position; // Position of view within scene
float Scale; // Cameras scale
float Angle; // Cameras angle
bool TransformDirty; // Marks camera transform needs rebuilding
public:
void setName(const char* name) { NameHash = IwHashString(name); }
unsigned int getNameHash() { return NameHash; }
CIwMat2D& getTransform() { return Transform; }
void setPosition(float x, float y) { Position.x = x; Position.y = y; TransformDirty = true; }
CIwFVec2 getPosition() const { return Position; }
void setScale(float scale) { Scale = scale; TransformDirty = true; }
float getScale() const { return Scale; }
void setAngle(float angle) { Angle = angle; TransformDirty = true; }
float getAngle() const { return Angle; }
void forceTransformDirty() { TransformDirty = true; }
bool isTransformDirty() const { return TransformDirty; }
// Properties end
private:
public:
CIwGameCamera() : Position(0, 0), Scale(1.0f), Angle(0), TransformDirty(true) {}
virtual ~CIwGameCamera() {}
// Updates the camera
virtual void Update();
// Event handlers
};
Ah much better, nice and short. As you can see the camera class is quite simple, supporting position, rotation and scaling of the view. To use a camera we simply create one and attach it to the Scene, the scene will then follow the camera around. To see different areas of the game world we simply move the camera around and all of our actors will move along with it.
Cool, I’m now done with explaining the new classes. I’ve been battling with trying to keep this article short and to the point, but alas I don’t think its quite happening for me.
What’s changed in IwGame Code
I will be honest, A LOT has changed since the previous article and I will try my best to walk through most of it; this is the main problem with an engine that’s in-development.
Firstly I have had to make quite a few changes to our previous classes including:
CIwGameAnim – CIwGameAnimFrameManager now handles the life time of animation frames and not the separate animation classes themselves
CIwGameAnimFrameManager – Added the ability to retrieve allocated animation frames
CIwGameAnimManager – setCurrentAnimation() never actually set the current animation (oops, fixed)
CIwGameBitmapSprite – Source rectangle can now be set from a CIwGameAnimImageFrame (helper method just saves some typing)
CInput – This class has been renamed to CIwGameInput to fit in with the frameworks naming conventions. CIwGameInput is now a singleton and not declared as a global variable (I’m not generally a fan of global variables and prefer to use singletons for systems that there will only ever be one instance of). If you do not know what a singleton is then think of it as a global instance of a class.
Now onto the changes to Main.cpp. Note that I won’t be going into minor details such as “Oh I included these header files”.
We now accesss input using a singleton, here we have to create the IwGameInput singleton and then initialise it:
// Initialise the input system
CIwGameInput::Create();
IW_GAME_INPUT->Init();
Note that IW_GAME_INPUT is just a macro that calls CIwGameInput::getInstance() (I find it more readable to use the macro)
Next, we create and initialise a scene then create a camera and attach that to the scene
// Create a scene
CIwGameScene* game_scene = new CIwGameScene();
game_scene->Init();
game_scene->setVirtualTransform(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT, 0, true, false);
// Create a camera and attach it to the scene
CIwGameCamera* game_camera = new CIwGameCamera();
game_scene->setCamera(game_camera);
Next, we allocate a bunch of image animation frames for our manic face animation. Take note that we now allocate them through the game scenes animation manager. This ensures that the game scene later cleans them up for us.
// Allocate animation frames for our player
CIwGameAnimImageFrame* anim_frames = game_scene->getAnimFrameManager()->allocImageFrames(8, 36, 40, 0, 0, 512, 40, 512);
Within our main loop we check for the player tapping the screen and if they do we explode 10 sprites into the scene at the tapped position:
if (IW_GAME_INPUT->getTouchCount() > 0)
{
if (!PrevTouched)
{
// Get tapped position in our virtual screen space
CIwFVec2 pos = game_scene->ScreenToVirtual(IW_GAME_INPUT->getTouch(0)->x, IW_GAME_INPUT->getTouch(0)->y);
// Create 10 player actors
for (int t = 0; t < 10; t++)
{
// Create and set up our face animation
CIwGameAnimImage* face_anim = new CIwGameAnimImage();
face_anim->setFrameData(anim_frames, 8);
face_anim->setLooped(-1);
face_anim->setPlaybackSpeed(0.2f);
face_anim->Start();
// Create player actor
ActorPlayer* player = new ActorPlayer();
player->Init(game_scene, sprites_image, face_anim, 36, 40);
player->setName("Player");
player->setPosition(pos.x, pos.y);
// Add player actor to the scene
game_scene->addActor(player);
}
}
PrevTouched = true;
}
else
PrevTouched = false;
Note that because we are now dealing with a virtual screen resolution and not the actual native screen resolution, our tap coordinates need converting to virtual screen coordinates. We achieve that using the ScreenToVirtual() method of the CIwGameScene class.
Also note that we still have to create our face_anim animation, but this time we pass it to the ActorPlayer Init() method, so that the actor / scene can take of its management.
Next we update and draw the scene:
// Update the scene
game_scene->Update(1.0f);
// Draw the scene
game_scene->Draw();
Lastly we clean-up the camera, scene and input system:
// Safely clean up the camera
if (game_camera != NULL)
delete game_camera;
// Safely cleanup game scene
if (game_scene != NULL)
delete game_scene;
// Shut down the input system
IW_GAME_INPUT->Release();
CIwGameInput::Destroy();
ActorPlayer our First Derived Actor
ActorPlayer is our very first user defined CIwGameActor based actor and because we derived it from CIwGameActorImage (and in turn CIwGameActor) we get all of the useful functionality defined in those classes.
The only parts of our ActorPlayer that’s worth drawing out are the Init() and Update() methods:
Our Init() method calls the base CIwGameActorImage::Init() method to initialise the base CIwGameActorImage part of the actor. We then set up a fade timer and random velocities for position and spin.
bool ActorPlayer::Update(float dt)
{
// If fade timer has timed out then delete this actor
if (FadeTimer.HasTimedOut())
{
return false; // Returning false tells the scene that we need to be removed from the scene
}
// Calculate our opacity from time left on fade timer
int opacity = FadeTimer.GetTimeLeft() / 2;
if (opacity > 255) opacity = 255;
Colour.a = opacity;
return CIwGameActorImage::Update(dt);
}
Our Update() method is called every game loop by the scene system, so keep in mind that this code will be called every single game frame. Firstly we check to see if the fade timer has timed out and if it has then we return false to the the scene system (this causes the actor to be removed from the scene / game) after the scene has finished updating all actors.
We then calculate the opacity of our actor from the time left on the fade timer which causes the actor to fade out of existence.
And that’s about it for this article, hope that most of your managed to stay awake, long drawn out technical stuff can send the best of us to sleep, especially if read on a few hours sleep, which is usually the case for us programmer types. The source code that accompanies this article can be downloaded from here
I’m quite happy with this blog as it marks the start of a real usable cross platform game engine that we can now build upon. In our next tutorial we are going to cover upgrading the engine to include some very basic collision detection and response whilst building a small game using the engine to show working collision. We will also cover handling frame rate variations and putting some audio in there. Hopefully I will get the time to do that this weekend.
That’s it for now and don’t forget HTML 5 is evil! (Just kidding, I got a book on it the other day and it looks quite good, think that I may use it to spruce up my blog)