Turret MiniGame
Welcome to the Turret Minigame!
In this Tutorial, we will build a turret rotates and shoots targets around it. The Assets are available on the server and a link will be provided here if you want to download them.
Parts of the code will be displayed and explained under each. C# scripts will also be available in order to compare how things change when coding on Graal3D.
Without further ado let's get into it.
Part 1: Loading and Instantiating the Turret and Obstacles
Gameobjetcs Used:
All the prefabs are under the asset bundle: minigame (you can view them in the bundle explorer "F10")
Turret that shoots the projectiles:
Robot that will serve as a target:
Cubes Instantiated in different position also for targets:
findplayer("GraalID").addweapon(this.name);
//#CLIENTSIDE
function onPlayerChats() {
if (player.chat == "start") {
destroy();
start();
}
if (player.chat == "dest") destroy();
}
The way I start the minigame is onPlayerChats; when the player says "start". We'll also see how to destroy the GameObjects when the player says "dest".
function start() {
this.start = true;
//PLAYERMOVEMENT.Freeze();
//for turret control
this.rotateangle = 0; //Rotation angle of the turret
this.rotateangleB = 270; //Rotation angle of the barrel
this.speed = 15;
this.currentX = player.x;
this.currentY = player.y;
this.currentZ = player.z;
echo ("TurretMiniGame warp from=" @ this.currentLevel @ " x=" @ this.currentX @ " y=" @ this.currentY @ " z=" @ this.currentZ);
WARPMANAGER.Warp(19, 14 ,0.7 ,"only_ground.nw");
sleep(1.5);
Quattro::AssetManagement::LoadAssetBundle("minigame"); //loading the assetbundle
}
this.start = true; will be used to indicate that the game has started.
New : Using PLAYERMOVEMENT and WARPMANAGER
PLAYERMOVEMENT.Freeze() is a method that freezes the player (weapon: Julienm20/PlayerMovement) WARPMANAGER.Warp(x,y,z,level) (weapon: Player/WarpManager)
Having uploaded the Asset bundle called "minigame" that contains the prefabs to the server, I start off by loading them, creating the prefabs, instantiating them and giving them a position in the start function (Uploading and Loading AssetBundles for info on how to upload assets).
function onAssetBundleDownloaded(bundlename) {
if (bundlename == "minigame") {
SetTimer(9999);
this.empty = GameObject::Create("empty"); // for parenting and deleting
this.turret = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/turret.prefab");
this.robot1 = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot.prefab");
this.robot2 = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot.prefab");
this.wreckedrobotprefab = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/robot wrecked.prefab");
this.projectileprefab = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/projectile.prefab");
this.explosion = GameObject::createfromassetbundle("minigame", "assets/jimmyminigame/explosion.prefab");
this.turret = Object::Instantiate(Type::GameObject, this.turret);
this.robot1 = Object::Instantiate(Type::GameObject, this.robot1);
this.robot2 = Object::Instantiate(Type::GameObject, this.robot2);
this.turret.transform.position = Vector3::Create(player.x, player.z, player.y);
this.robot1.transform.position = Vector3::Create(player.x - 5, player.z - 1, player.y + 10);
this.robot2.transform.position = Vector3::Create(player.x + 5, player.z - 1, player.y + 10);
this.turret.transform.localscale = Vector3::Create(1,1,1);
this.robot1.transform.localscale = Vector3::Create(1,1,1);
this.robot2.transform.localscale = Vector3::Create(1,1,1);
loadCubes();
player.charactercontroller.enabled = false;
player.gameobject.transform.position = Vector3::Create(player.x, player.z+5, player.y);
this.launcher = GameObject::Find("Launcher");
this.barrel = GameObject::Find("Barrel");
}
}
function loadCubes() {
temp.width = 10;
temp.height = 4;
for (temp.y = 0; temp.y < temp.height; ++temp.y) {
for (temp.x = 0; temp.x < temp.width; ++temp.x) {
temp.block = GameObject::CreatePrimitive(PrimitiveType::Cube);
temp.block.Name = "myblock";
temp.block.transform.parent = this.empty.transform; // for deleting
temp.block.transform.position = Vector3::Create(player.x - 5 + temp.x, player.z + temp.y, player.y + 15);
temp.block.AddComponent(Type::RigidBody);
temp.block.layer = this.projectile.layer;
}
}
temp.nbofobjects = 20;
temp.radius = 7f;
for (temp.i = 0; temp.i < temp.nbofobjects; ++temp.i) {
temp.angle = temp.i * Mathf::PI * 2 / temp.nbofobjects;
temp.x1 = cos(temp.angle) * temp.radius;
temp.y1 = sin(temp.angle) * temp.radius;
this.cube = GameObject::CreatePrimitive(PrimitiveType::Cube);
this.cube.transform.parent = this.empty.transform;
this.cube.transform.position = Vector3::create(player.x + temp.x1, player.z, player.y + temp.y1);
this.cube.AddComponent(Type::RigidBody);
temp.angleDegrees = -temp.angle * Mathf::Rad2Deg;
this.cube.transform.rotation = Quaternion::euler(0, temp.angleDegrees, 0);
}
}
In the loadCubes() function we instantiate primitive type cubes and position them to build a wall and a circular formation around the turret.
New : Moving the Player
The player is a GameObject, and its accessed by:
| player.gameobject |
|---|
Before changing the player's transform, the player.charactercontroller must be disabled:
| player.charactercontroller.enabled = false; |
|---|
Then we can change the position accessing the transform component of the GameObject:
| player.gameobject.transform.position = Vector3::Create(player.x, player.z+5, player.y); |
|---|
New : Finding GameObjects by Name
| GameObject::Find("name") |
|---|
We use it to find the barrel that we'll move up and down and the launcher that shoots the projectiles.
Now to move the Turret;
function onKeyPressed(keycode) {
if (keycode == "90") { // Z
this.rotateangle -= 4;
this.turret.transform.rotation = Quaternion::euler(0, this.rotateangle, 0);
}
if (keycode == "67") { // C
this.rotateangle += 4;
this.turret.transform.rotation = Quaternion::euler(0, this.rotateangle, 0);
}
if (keycode == "87") { // W
this.rotateangleB = this.rotateangleB < 300 ? this.rotateangleB + 4 : 300;
this.barrel.transform.LocalRotation = Quaternion::euler(this.rotateangleB, 0, 0);
}
if (keycode == "83") { // S
this.rotateangleB = this.rotateangleB > 258 ? this.rotateangleB - 4 : 258;
this.barrel.transform.LocalRotation = Quaternion::euler(this.rotateangleB, 0, 0);
}
if (keycode == "32, ,57") { // Space
if (this.start) {
shoot();
}
}
}
We rotate the barrel around the X axis for it to go up and down;
| Quaternion::euler(this.rotateangleB, 0, 0); |
|---|
And rotate the turret around the Y axis (Vertical axis);
| Quaternion::euler(0, this.rotateangle, 0); |
|---|
this.rotateangle for both cases starts at the initial rotation of the GameObjects and is incremented/decremented based on the direction of the rotation.
In the last conditional block, if space is pressed, the projectile is shot, here how it's done;
function shoot() {
SetTimer(9999);
this.projectile = Object::Instantiate(Type::GameObject, this.projectileprefab);
this.projectile.transform.parent = this.empty.transform;
this.projectile.transform.position = this.launcher.transform.position;
this.projectile.transform.scale = Vector3::Create(1,1,1);
//Object::destroy(temp.projectile, 1);
temp.rigidBody = this.projectile.GetComponent(Type::RigidBody);
temp.rigidBody.velocity = this.launcher.transform.forward.Mult(this.speed);
Quattro::EventManager::AddOnCollisionHandlerTo(this.projectile, this.projectile.layer);
this.catcheventobject(this.projectile, "onCollisionEnter", "onProjectileCollisionEnter");
}