Touch
the World
Let's begin with the simplest technique: touch.
This is a sensation we almost take for granted because it's so innate. Touch
has always been a component in video game play. It's actually the joint that
hinges our audio-visual experience to the rest of our body and makes a game
feel tangible. Though it is widely perceived that touching a flat screen
somehow produces a less tangible game, Rolando
proves otherwise.
In Rolando,
players can call upon characters -- the rolandos -- by touching or drag-box
selecting them. When this happens the character is ready to go and then reacts
to the tilt mechanism. In addition players can touch and move additional objects
like elevators and gears.
In these instances players are directly manipulating
objects that the rolandos are either too "weak" or lack the proper
appendages to manipulate themselves. It is in these instances that the rolandos'
worship sessions of the finger are most appropriate.
Let's have a look at some touch code. Though the original game was not written in this engine, the samples
provided for this segment of Games Demystified -- downloadable here in a
package -- are written in JavaScript for the Unity Engine, which is a fantastic
component based engine.
The first component we'll examine is camera and the
touch functionality of the device. In the game you can select a single rolando
by tapping on them or you can select an entire gang of rolandos with an RTS-style
selection box. Below is the code responsible for the highlight and selection of
a rolando.
Camera Component:
var rolando : Transform;
private var debug : String;
private var initialSelection : Vector2 = Vector2( 0, 0 );
private var hit : RaycastHit;
private var selected : boolean = false;
private var touch : iPhoneTouch;
function FixedUpdate()
{
var ray = Camera.main.ScreenPointToRay( Vector2( touch.position.x, touch.position.y ) );
var layerMask = 1 << 2;
layerMask = ~layerMask;
if ( Physics.Raycast( ray, hit, 100 ) )
{
if ( hit.collider == rolando.collider )
{
selected = true;
rolando.SendMessage( "select", true );
rolando.SendMessage( "highlight", true );
}
else
{
selected = false;
rolando.SendMessage( "select", false );
rolando.SendMessage( "highlight", false );
}
}
}
function LateUpdate()
{
if ( !selected )
{
if ( iPhoneInput.touchCount == 2 )
{
touch = iPhoneInput.GetTouch( 0 );
transform.position == Vector3( transform.position.x, transform.position.y, -20 );
transform.position -= Vector3( touch.positionDelta.x, touch.positionDelta.y, 0 );
}
}
else
transform.position = Vector3( rolando.transform.position.x, rolando.transform.position.y, -10);
}
function OnGUI()
{
useGUILayout = false;
GUI.Box( Rect( 0, 0, 480, 20 ), "Debug - " + debug );
var screenPos : Vector2;
if ( iPhoneInput.touchCount == 1 )
{
touch = iPhoneInput.GetTouch( 0 );
if ( initialSelection == Vector2( 0, 0 ) )
initialSelection = touch.position;
if ( touch.position.x > initialSelection.x && initialSelection.y > touch.position.y )
GUI.Box( Rect( initialSelection.x, 320 - initialSelection.y, touch.position.x - initialSelection.x, initialSelection.y - touch.position.y ), "" );
if ( touch.position.x < initialSelection.x && initialSelection.y > touch.position.y )
GUI.Box( Rect( touch.position.x, 320 - initialSelection.y, initialSelection.x - touch.position.x, initialSelection.y - touch.position.y ), "" );
if ( touch.position.x > initialSelection.x && initialSelection.y < touch.position.y )
GUI.Box( Rect( initialSelection.x, 320 - touch.position.y, touch.position.x - initialSelection.x, touch.position.y - initialSelection.y ), "" );
if ( touch.position.x < initialSelection.x && initialSelection.y < touch.position.y )
GUI.Box( Rect( touch.position.x, 320 - touch.position.y, initialSelection.x - touch.position.x, touch.position.y - initialSelection.y ), "" );
if ( initialSelection != touch.position )
{
screenPos = Camera.main.WorldToScreenPoint( rolando.position );
if ( ( ( screenPos.x > initialSelection.x && screenPos.x < touch.position.x ) || ( screenPos.x < initialSelection.x && screenPos.x > touch.position.x ) ) && ( ( screenPos.y > initialSelection.y && screenPos.y < touch.position.y ) || ( screenPos.y < initialSelection.y && screenPos.y > touch.position.y ) ) )
rolando.SendMessage( "highlight", true );
else
rolando.SendMessage( "highlight", false );
}
}
if ( iPhoneInput.touchCount == 0 )
{
if ( initialSelection != Vector2( 0, 0 ) || ( initialSelection - touch.position ).magnitude < 5 )
{
screenPos = Camera.main.WorldToScreenPoint( rolando.position );
if ( ( ( screenPos.x > initialSelection.x && screenPos.x < touch.position.x ) || ( screenPos.x < initialSelection.x && screenPos.x > touch.position.x ) ) && ( ( screenPos.y > initialSelection.y && screenPos.y < touch.position.y ) || ( screenPos.y < initialSelection.y && screenPos.y > touch.position.y ) ) )
{
selected = true;
rolando.SendMessage( "select", true );
rolando.SendMessage( "highlight", true );
}
else
{
selected = false;
rolando.SendMessage( "select", false );
rolando.SendMessage( "highlight", false );
}
}
initialSelection = Vector2( 0, 0 );
}
}
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