| VMK 19a Health Pack Class |
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VMK 18
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| The health pack pickup object class is created in this VMK and the 3D model of the health pack is loaded into the game. The VMK file format has been recently updated to v1.1 so I also show the changes that need to be made to be able to load this new format. |
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| VMK 19b Health Pickup and Respawn |
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VMK 19a
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| The isRetrieved function is implemented in this video. You will now be able to pickup health packs in the game and the player's health is updated accordingly every time you do. |
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| VMK 20a Pickup Arrows Class | 
more screen shots here
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VMK 19b
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| I create the PickupArrows class used to animate, render and keep track of the arrow pack pickup object. Also in this VMK, the Integrator1 class from the physics engine is imported. |
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| VMK 20b Arrows Pickup and Respawn |
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VMK 20a
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| Using the class created in the previous VMK I add the animated arrow pickup object to the game. Updates are made to the Player class and to the Scene class to make this happen. |
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| VMK 21a Pickup Energy Class | 
more screen shots here
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VMK 20b
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| The PickupEnergy class is created in this VMK and the nested node transform structure used to animate the battery cell is explained. |
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| VMK 21b Energy Pickup and Respawn |
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VMK 21a
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| The battery object is added into the scene and animated. Near the end of this VMK, I clean up the Sleep(1); issue that I forgot about earlier and also removed one extra keyboard control. |
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| VMK 22 General Math Update |
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| A number of small updates are made to the GeneralMath class.
The random number generator function is updated, the swap function is added, and the constant values that use the value of PI are also updated.
For more information about random numbers check out Intro to C++ VMK 16 (coming soon). |
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| VMK 23 Random Position |
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VMK 22
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| New functions are created in the Scene class that allow you to randomly place items in the map. Care is taken to make sure that the item will always land on an empty square (not in a wall) and that there is nothing else already in the same spot.
This is used to randomly scatter all the pickup objects in the level and also to randomly place the player when the game starts. |
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| VMK 24 Remove Vertex Classes |
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VMK 23
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| Three classes (Vertex2, Vertex2i and Vertex3) are removed from the game engine in this VMK. These classes are not needed so they are replaced with our Vector classes. |
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| VMK 25a Radar Display |
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VMK 24
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| I start work on the radar map unit by adding the graphic image to the resource files. This video focuses on making the radar map display in the top right hand corner of the screen and also animating it open and close based on the battery power. |
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| VMK 25b1 Radar Dots Part 1/2 |
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VMK 25a
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| In this VMK I add the radar dots showing where things are located relative to the player. Blue dots for arrows, and yellow dots for batteries. |
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| VMK 25b2 Radar Dots Part 2/2 |
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VMK 25b1
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| In this VMK I add the radar dots showing where things are located relative to the player. Blue dots for arrows, and yellow dots for batteries. |
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| VMK 25c Radar Sweep Arm |
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VMK 25b2
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| The arm that sweeps around in a circle in the radar unit is created in this VMK. A new function is also added to the GeneralMath class that will make things easier for us a little later on. |
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| VMK 25d GUI Fade Dots | 
more screen shots here
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VMK 25c
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| In this last VMK in the Radar Unit section, I show how to make the dots appear when the arm sweeps by them, and slowly fade out of view when the arm moves away from the dot. New functions are added to the Vector2 and Math classes. |
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| VMK 26 Static UserSettings Class |
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| In this VMK, I update the UserSettings class and make a static get() function to allow us to retrieve a pointer to this class anywhere in the code without having to explicitly pass a pointer around.
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| VMK 27a1 Mace Weapon Part 1/2 |
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VMK 25d
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| I have included the mace.vmk file with this video so that you can use it in the game. The mace class is started in this VMK and used to position and render the mace on the screen. |
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| VMK 27a2 Mace Weapon Part 2/2 |
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VMK 27a1
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| I have included the mace.vmk file with this video so that you can use it in the game. The mace class is started in this VMK and used to position and render the mace on the screen. |
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| VMK 27b Swing the Mace | 
more screen shots here
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VMK 27a2
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| Three states are added to the mace class in this video. These states are used to animate the swinging motion of the mace when the attack button is pressed. |
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| VMK 28a Ghost Class |
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VMK 27b
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| I have supplied the ghost.vmk 3D model with this video to be used to render a ghost on the screen. A Ghost class is created in this video to manage the ghost object in the game. The radar unit is also updated to show a red dot where the ghost is positioned in the map. |
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| VMK 28b Duplication |
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VMK 28a
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| The ability to duplicate a subtree of the scenegraph is added in this VMK. I use the duplication function to make two more copies of the previously loaded ghost.vmk so that we have 3 ghosts in the game. |
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