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Figure 13-7. The marine model used in this game (courtesy of Carlos Augusto, http:// www.floatbox.com.br) In the Player class, you first store the type of player you re creating, because you might have some different types of players in the game. You also store the player s weapon, because it is updated according to the player. For example, the player s weapon is always positioned in the player s right hand. // Player type UnitTypes.PlayerType playerType; // Player weapon PlayerWeapon playerWeapon; Next, declare two attributes to store and control the transformations made over the waist bone of the player s animated model. You can use this transformation to rotate the player s torso around his waist, in addition to the current animation of the character. // Waist bone float rotateWaistBone; float rotateWaistBoneVelocity;

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The camera s default chase position is the center of the player s bounding sphere. In this way, the camera is always focusing on the center of the player s model. You can make the camera focus on other parts of the player, such as his upper body, by changing the camera s chase position through an offset vector. Figure 13-8 illustrates the offset vectors used to modify the camera s chase position.

<form:form> <form:errors cssClass="errors" path="username"/> <label>Username: <form:input path="username"/></label> <input type="submit" name="_eventId_cancel" value="Cancel"/> <input type="submit" name="_eventId_preview" value="Preview User"/> </form:form> This allows the user to specify the name of the user to be created, and to click either a Cancel button taking them back out of the workflow to the list of users or a Preview button taking them to the next state of the workflow. The specific event to raise when processing a request or submission is indicated by the _eventId parameter. In the preceding form, the two events that we can raise are provided in the names of the Submit buttons, which raise the cancel and preview events, respectively, causing the transitions shown in Listing 6-26 to be invoked (the on attribute of the transition element identifies the event that causes the transition to occur). If we were raising the event with a GET request to the web flow, we could provide these as normal parameter values (for example, /admin/create _eventId=preview).

Figure 13-8. Changing the camera s default chase position using the player s chase vector To change the camera s chase position, add a new attribute of type Vector3[] to the Player class, and name it chaseOffsetPosition. This attribute stores an offset vector for each camera in the scene: // Camera chase position Vector3[] chaseOffsetPosition; Note that you need to manually set the camera offset vectors for the player character when he is created. When the player character is updated, you need to update the position and direction in which the camera chases him. To do that, create the UpdateChasePosition method inside the Player class. You can update the camera s chase position by setting it to the center of the player s bounding sphere summed with the camera s offset, which is stored in the player s chaseOffsetPosition attribute. And you can update the camera s chase direction by setting it as the player s heading vector. Note that the camera offset vector is oriented according to the player s orientation vectors (headingVec, strafeVec, and upVec vectors), and not according to the world axes. Following is the code for the UpdateChasePosition method:

The original link into the web flow was specified in Listing 6-11 in a similar form to this, where rather than an _eventId parameter, a _flowId parameter is specified to indicate which web flow the controller should initiate. Listing 6-28 shows the form that is used to render the preview page; this is essentially the same as Listing 6-27 aside from the changes to the button names and the appropriate event ID names used to invoke the appropriate state transitions.

Set this velocity to (1,1) in the LoadContent method, after the sprite-creation code, so you ll inform the sprite that it should move one pixel per update on both the x and y axes This way, the sprite will move diagonally across the screen mySprite1velocity = new Vector2(1, 1); You have the screen bounds, and you have the speed Now you need to create a method let s call it Move in the sprite class that moves the sprite according to the sprite velocity, respecting the screen boundaries The code for this method follows: public void Move() { // If we'll move out of the screen, invert velocity // Checking right boundary if (positionX + sizeX + velocityX > screenSizeX) velocity = new Vector2(-velocityX, velocityY); // Checking bottom boundary if (positionY + sizeY + velocityY > screenSize.

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