Game Modes & Cameras
How to create new game modes and cameras.
At every moment in the game, there is one game mode active. It's a mode with its own controls, camera, and update function (a function that gets called every time). For example, the Editor, the Galaxy Game Entry, the Adventure Editor,... each one is a game mode.
Creating new game modes
Game modes implement the App::
OnEnter()
: Called when the game mode is entered. Here you should do things like loading the models, the user interface,...OnExit()
: Called when the game mode is exited. Here you should do things like unloading the models, the user interface,...Update()
: Called once every frame, this is where msot of the code goes.
There are many methods that get called with user interaction: OnMouseDown
, OnKeyUp
, etc. If you used the item template, they have a default implementation that just records these interactions on a GameInput
object. You can then check what buttons are pressed or where the mouse is in the Update()
method.
void MyGameMode::Update(float delta1, float delta2) { if (mInput.IsMouseDown(kMouseButtonLeft) && mInput.mouseState.IsShiftDown) { ... } }
You can add the new game mode to the GameModeManager
using the AddGameMode
method. You must do it in the Initialize()
method of dllmain
.
GameModeManager.AddGameMode(new MyGameMode(), id("MyGameMode"), "MyGameMode");
If you want an example of a mod that adds a new game mode, check the Effect Editor in the ModCreatorKit
Changing the active mode
There can only be one active mode at once. When the active mode is changed, the old one is notified, so the user does not have to worry about the transition and whatever mode was active before. You need to know the ID of the mode to set it active, there's a list in the GameModeIDs enum.
GameModeManager.SetActiveMode(id("MyGameMode"));
Changing the active camera
Similar to game modes, there can only be one active camera at a time. Cameras have their own controls (mouse and keyboard). Cameras are defined in .prop
files in the camera_properties~
folder. When the game mode is activated, you should set which camera you want to use (otherwise, the previous one would be used):
bool MyGameMode::OnEnter() { CameraManager.SetActiveCameraByID(id("EditorCameraCreatureUI")); ... }
Creating a custom camera
The available cameras in the game might not be enough for you. If you want to control directly how the camera works (the mouse/keyboard input, the functionality of the camera) you must create a new camera type. Cameras implement the App::Initialize()
method.
CameraManager.PutCamera(0x8f645234, new MyCamera()); // Now you can set the camera as active using the 0x8f645234 ID
It's also possible to create a generic camera type that can be used by multiple files in camera_properties~
. This allows to create variations of the same camera type without having to create multiple classes. In order to do that, you have to create a function, the "camera factory": the function receives a .prop
file as parameter; you must create an isntance of your camera and read its properties from the prop list.
App::ICamera* MyCameraFactory(App::PropertyList* propList) { auto camera = new MyCamera(); // You should create a 'ReadProp' method in your camera that reads the prop list camera->ReadProp(propList); return camera; }
Then, in your Initialize()
method you can add this camera factory to the camera manager so it gets recognized: CameraManager.AddCameraType(0x00DF8567, MyCameraFactory);
If a camera .prop
file uses uint32 cameraType 0x00DF8567
, it will be using your new camera.
Examples
Example 1: Pivot camera
In this example, we will make a camera that orbits around a pivot point, controlled with the mouse. This is like the camera used in the Galaxy game entry.
First, create a new camera class using the ModAPI Camera template (I'll call my class PivotCamera
). Now, open the created .h
, since we are going to add some members to our class. We will add them after the GameInput mInput
variable, which is at the end of the class. I'll add the following members:
Point mLastMouse
: we will use this to control how much the player has moved the mouse.float mRotateSpeed
: this will control how much the camera moves when the player moves the mouse. In the example we will never change this value, but you can make it variable if you want (for example, let the player control the speed with buttons)Vector3 mTarget
: where the camera is looking at. In the example, we will use the origin of coordinates (0, 0, 0) but you can change it (for example, the position of the avatar creature...)float mDistance
: how much zoom the camera has, this will be controled with the mouse wheel.float mAngleX
andfloat mAngleY
: these two fields are used to orbit the camera around the target point, and will be controlled with the mouse movement. These angles will be in radians. Techincally, these are the longitude and latitude angles.
We end up with something like this:
protected: GameInput mInput; Point mLastMouse; Vector3 mTarget; float mRotateSpeed; float mDistance; float mAngleX; float mAngleY;
That is all we have to do in the header file, now open the .cpp
. The first thing you must always do is initialize your class members in the constructor:
PivotCamera::PivotCamera() : mInput() , mDistance(4.0f) , mLongitude(0) , mLatitude(0) , mTarget(0, 0, 0) , mRotateSpeed(PI) { }
The class has many methods, but we only need to change two of them. First, we will make the zoom functionality, in the OnMouseWheel
method. The wheelDelta
parameter tells how much the player has scrolled the mouse wheel, and it's usually a multiple of 120; depending on this value and some factor (the "zoom speed") we will change the distance:
bool PivotCamera::OnMouseWheel(int wheelDelta, float mouseX, float mouseY, MouseState mouseState) { mInput.OnMouseWheel(wheelDelta, mouseX, mouseY, mouseState); mDistance -= wheelDelta / (120*3.0f); return false; }
And now, let's go to the important method, where the camera logic happens, Update()
. This method gets called every frame: the deltaTime
parameter tells us how many milliseconds have passed since the last frame, and pViewer
is the object where we have to put our camera transformations.
The first thing we will do is some configuration for the camera, setting the near plane and far plane. The near plane tells the minimum distance at which you can see things, and far plane is the maximum distance at which you can see things. For example, I'll set them to 0.01 and 1000:
pViewer->SetFarPlane(0.01f); pViewer->SetNearPlane(1000f);
Now we will process the mouse input, using the mInput
variable. We only want the camera to move if the user was pressing the left mouse button, so we will make an if with the condition mInput.IsMouseDown(MouseButton::kMouseButtonLeft)
. Inside the if, we have to calculate how much the mouse has moved since the last time the method was called; for that, we will use the mLastMouse
variable.
if (mInput.IsMouseDown(MouseButton::kMouseButtonLeft)) { Point deltaMouse = mInput.mousePosition - mLastMouse; mLastMouse = mInput.mousePosition; }
Now, we will change mAngleX
and mAngleY
depending on the deltaMouse
x and y coordinates. We will also divide the change with the screen size, this way it doesn't depend on your resolution:
mAngleX -= deltaMouse.x * mRotateSpeed / pViewer->GetViewport().Width; mAngleY += deltaMouse.y * mRotateSpeed / pViewer->GetViewport().Height;
With just this code, the player would be able to "loop" the camera through the north and south polle, and we don't want that. That is why we will limit the Y angle between pi/2 (90º in radians) and -pi/2 (-90º in radians). Actually, we will limit the angle a little bit before that, because exactly at the poles the method that calculates the camera direction doens't work correctly. After all this, the if looks like this:
if (mInput.IsMouseDown(MouseButton::kMouseButtonLeft)) { Point deltaMouse = mInput.mousePosition - mLastMouse; mLastMouse = mInput.mousePosition; mAngleX -= deltaMouse.x * mRotateSpeed / pViewer->GetViewport().Width; mAngleY += deltaMouse.y * mRotateSpeed / pViewer->GetViewport().Height; mAngleY = max(min(mAngleY, PI*0.95f / 2.0f), -PI*0.95f / 2.0f); }
Now, we must calculate the position of our camera. We can do this using spherical coordinates:
// Spherical coordinates float colatitude = PI / 2.0f - mAngleY; Vector3 position = { mDistance * cosf(mAngleX) * sinf(colatitude), mDistance * sinf(mAngleX) * sinf(colatitude), mDistance * cosf(colatitude) };
Finally, we submit our camera transformations using the SetCameraTransform()
method, which takes a Transform
object. To create the correct transformation, we will use the Matrix3::LookAt() method. The final Update()
method looks like this:
void PivotCamera::Update(int deltaTime, App::cViewer* pViewer) { pViewer->SetFarPlane(0.01f); pViewer->SetNearPlane(1000f); if (mInput.IsMouseDown(MouseButton::kMouseButtonLeft)) { Point deltaMouse = mInput.mousePosition - mLastMouse; mLastMouse = mInput.mousePosition; mAngleX -= deltaMouse.x * mRotateSpeed / pViewer->GetViewport().Width; mAngleY += deltaMouse.y * mRotateSpeed / pViewer->GetViewport().Height; mAngleY = max(min(mAngleY, PI*0.95f / 2.0f), -PI*0.95f / 2.0f); } // Spherical coordinates float colatitude = Math::PI / 2.0f - mAngleY; Vector3 position = { mDistance * cosf(mAngleX) * sinf(colatitude), mDistance * sinf(mAngleX) * sinf(colatitude), mDistance * cosf(colatitude) }; pViewer->SetCameraTransform(Transform().SetOffset(position).SetRotation(Matrix3::LookAt(position, mTarget))); }
Now, in order to use the camera, we have to add it in dllmain.cpp
. First, import our file using #include "PivotCamera.h"
at the top of your file (after the rest of includes). Now, before the Initialize()
method, we will create our own method that receives a property list and returns our camera:
App::ICamera* PivotCameraFactory(App::PropertyList* propList) { auto camera = new PivotCamera(); return camera; }
The camera can be used by .prop
files, and you can read their properties there if you need to. Now, in the initialize method, we will add it to the camera manager, assigning it an ID:
void Initialize() { CameraManager.AddCameraType(id("PivotCamera"), &PivotCameraFactory); }
And with this, it's finished! You can use your camera by adding the uint32 cameraType hash(PivotCamera)
property to a file in camera_properties~
.