Game Development Reference
In-Depth Information
Getting ready
This example will be based on GameCharacterControl and InputAppState from
the Creating a reusable character control and Attaching an input AppState object recipes
of this chapter, respectively. Familiarity with the recipes is beneficial. Further, we'll use the
Ray class in combination with CollisionResults to check whether the bullet has hit
anything or not.
Rays can be imagined as infinite lines and are very common in game development. This is
a fast way of detecting intersections with game objects and is thus suitable for instant fir-
ing. The targets might consist of any kind of spatial . In this case, it's a bunch of spheres
generated by the recipe's test class.
We will let the InputAppState class handle the firing logic, and the GameCharac-
terControl class will keep track of cool down time of the weapon, or how long it takes
between each shot. The reason we don't keep everything in AppState is that this way, the
class can be used for things other than the player's character.
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