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In the last tutorial we used a slightly modified version of a DotScene loader to load and display a 3D terrain. Now we will add a controllable player to the scene, and have it fly over the terrain.
The terrain we have loaded is not infinite – it has definite edges that we don’t want to be seen in the final game. To avoid this we need to start the camera in a position where it can not see the edges of the terrain while looking straight down, and then stop the camera from scrolling past the end of the terrain.
The starting position of the camera is determined by the XML scene file. In this demo we have started the camera at [125, 225, 11Ȓ]. This places it 100 units from the end of the level, which is 1250 units long. At a height of 225 and looking straight down this means the camera can not see the edges of the level.
The GameLevel class will scroll the player and the camera over the terrain along the z axis until they reach 100 units (the difference between the length of the terrain and the cameras initial position on the z axis). In this way the camera will stop scrolling at a point where the end of the terrain is also just out of sight.
These calculations require that the GameLevel class know the length of the terrain (the PageWorldZ attribute in the XML file). This value is not easily accessible from the SceneManager itself, so the DotSceneLoader is modified slightly to pass this value to the GameLevel singleton directly.
Another change is that the DotSceneLoader now references the SceneManager held by the GameLevel singleton instead of maintaining it’s own internal pointer. If you look through the DotSceneLoader class you will see that the GameLevel GetSceneManager function is used when access to the Scene Manager is required.
The GameLevel class gets a new function called SetLevelLength which stored the length of the level in a new varaible called levelLength.The cameraStartZ variable is added to store the initial z position of the camera. The last new variable is a Scene Node called playerSceneNode, which the players ship model will be attached to.
GameLevel.h
/*
* GameLevel.h
*
* Created on: 18/12/2009
* Author: Matthew Casperson
* Email: matthewcasperson@gmail.com
* Website: http://www.brighthub.com/hubfolio/matthew-casperson.aspx
*/
The cameraStartZ variable is set to the cameras z position after the scene has been loaded in the GameLevel Startup function. The new Player class is also initialised by calling its Startup function.
The Players Shutdown function is then called in the GameLevel Shutdown function.
void GameLevel::Shutdown()
{ PLAYER.Shutdown();
if (playerSceneNode != NULL) sceneManager->getRootSceneNode()->removeAndDestroyChild(playerSceneNode->getName());
if (viewport != NULL) ENGINEMANAGER.GetRenderWindow()->removeViewport(viewport->getZOrder());
if (sceneManager != NULL) ENGINEMANAGER.GetRoot()->destroySceneManager(sceneManager);
PersistentFrameListener::Shutdown();
InitialiseVariables();
}
The FrameStarted function, which is called once per frame, is used to scroll the player (by moving the playerSceneNode to which the players mesh is attached) and camera over the terrain, stopping when the camera is as far from the end of the terrain as it was from the beginning when the scene was loaded.
We then create a child scene node from the player scene node that was created by the GameLevel class. This is because you can not position an Entity directly – it has to be attached to a SceneNode, and then the SceneNode can be positioned.
The FrameStarted function is used to move the player with the mouse, and then calls the KeepPlayerOnScreen function to make sure the player does not move off the screen.
if (newPosition.x > SCREEN_X)
newPosition.x = SCREEN_X;
else if (newPosition.x SCREEN_Z)
newPosition.z = SCREEN_Z;
else if (newPosition.z setPosition(newPosition);
}
The end results of these changes is that a ship that can be controlled by the mouse is added to the scene. The ship and the camera then both scroll along the terrain until they reach the end of the level. Although the player can not do anything at this point except move around, we do now have something that looks