This exciting and interactive app brings the thrill of tank battles to your screen, combining strategic gameplay with dynamic graphics and responsive controls. This project showcases a robust architecture that handles everything from turret mechanics to projectile management and audio integration.
In this app, users can control a tank, rotate its turret, fire projectiles, and navigate through a beautifully rendered environment. With support for Xbox controllers, the gameplay experience is enhanced, making it accessible for both keyboard enthusiasts and gamepad users.
Whether you’re a developer looking to explore game design principles or a gamer eager for a fun challenge, this repository offers a comprehensive look into the mechanics of game development. Dive in, explore the code, and unleash your creativity as you modify and expand upon this foundational project!
Join us on this journey to create an engaging tank battle experience!
Public Class Form1- Public Class Form1: This line declares a new class named
Form1. In Visual Basic, a class is a blueprint for creating objects. Here,Form1will represent the main window of our application.
Private DeltaTime As New DeltaTimeStructure(Now, Now, TimeSpan.Zero)- Private DeltaTime: This declares a variable named
DeltaTimethat will track the time between frames in the game. - New DeltaTimeStructure(Now, Now, TimeSpan.Zero): It creates a new instance of the
DeltaTimeStructure, initializing it with the current time (Now) and a zero time span.
Private OffScreen As New BufferManager(Me, BackColor)- Private OffScreen: This variable handles off-screen rendering to reduce flickering during drawing operations.
- New BufferManager(Me, BackColor): It creates a new
BufferManagerobject that takes the current form (Me) and its background color (BackColor) as parameters.
Private Player As AudioPlayer- Private Player: This variable will manage audio playback in the game. It will be initialized later in the code.
Private Turret As Turret- Private Turret: This variable will hold an instance of the
Turretclass, which manages the tank's turret.
Private Projectiles As New ProjectileManager(Brushes.Red, New Drawing.Size(10, 10), 200, 100, 9)- Private Projectiles: This initializes a
ProjectileManagerto handle the game's projectiles. - Brushes.Red: Sets the projectile color to red.
- New Drawing.Size(10, 10): Sets the size of each projectile to 10x10 pixels.
- 200, 100, 9: These parameters define other behaviors of the projectiles, such as their speed and lifespan.
Private Controllers As XboxControllers- Private Controllers: This variable will manage input from Xbox controllers.
Private ClientCenter As Point = New Point(ClientSize.Width / 2, ClientSize.Height / 2)- Private ClientCenter: This calculates the center point of the client area (the drawable area) of the form, which is used for positioning objects.
Private Body As New Body(Brushes.Gray, New PointF(500, 500), 128, 64, 0, 0, 150, 30)- Private Body: This creates an instance of the
Bodyclass, representing the tank's body. - Brushes.Gray: Sets the tank's color to gray.
- New PointF(500, 500): Sets the initial position of the tank to (500, 500).
- 128, 64, 0, 0, 150, 30: These parameters define the tank's dimensions and physics properties.
Dim Arrow As New ArrowVector(New Pen(Color.Black, 10), New PointF(640, 360), 0, 60, 70, 10, 15, 0, Body.MaxVelocity, 30)- Dim Arrow: This defines an
ArrowVectorthat visually represents the direction and velocity of the tank. - New Pen(Color.Black, 10): Initializes the arrow with a black pen of width 10.
- New PointF(640, 360): Sets the starting point of the arrow.
- 0, 60, 70, 10, 15, 0, Body.MaxVelocity, 30: Various parameters that define the arrow's behavior.
Private RelativeTurretAngle As Single- Private RelativeTurretAngle: This variable will store the angle difference between the turret and the body of the tank.
Private ADown As Boolean Private DDown As Boolean Private WDown As Boolean Private SDown As Boolean Private EDown As Boolean Private F1Down As Boolean Private F1DownHandled As Boolean Private F2Down As Boolean Private F2DownHandled As Boolean Private XDown As Boolean Private LeftArrowDown As Boolean Private RightArrowDown As Boolean Private SpaceDown As Boolean- Each of these variables tracks whether specific keys are currently pressed down. For example:
- ADown: Tracks if the 'A' key is pressed.
- WDown: Tracks if the 'W' key is pressed for moving forward.
- SpaceDown: Tracks if the spacebar is pressed for firing.
Private TimeToNextRotation As TimeSpan = TimeSpan.FromMilliseconds(1) Private LastRotationTime As DateTime = Now- Private TimeToNextRotation: Sets a minimal time interval for turret rotation.
- Private LastRotationTime: Records the last time the turret was rotated.
Private InstructionsFont As New Font("Segoe UI", 14) Private InstructionsLocation As New Point(0, 0) Private F1NoticeLocation As New PointF(0, 0)- Private InstructionsFont: Defines the font used for displaying instructions.
- Private InstructionsLocation: Sets where the instruction text will appear on the screen.
Private HiddenHints As New String("Show / Hide Keyboard Hints > F1" & Environment.NewLine)- Private HiddenHints: A string containing hints for keyboard controls.
Private KeyboardHintsText As New String("Show / Hide Keyboard Hints > F1" & Environment.NewLine & "Rotate Turret CounterClockwise > Left Arrow" & Environment.NewLine & ...)- Private KeyboardHintsText: Provides detailed instructions for keyboard controls.
Private ControllerHintsText As New String("Show / Hide Keyboard Hints > F1" & Environment.NewLine & "Rotate Turret CounterClockwise > Right Thumbstick Left" & Environment.NewLine & ...)- Private ControllerHintsText: Similar to the keyboard hints, this provides instructions for using a controller.
Private HintsText As String = KeyboardHintsText- Private HintsText: This variable holds the current hints text to be displayed, initially set to keyboard hints.
Public Sub New() InitializeComponent() InitializeForm() InitializeTimer() Controllers.Initialize() InitializeSounds() Body.TimeToNextRotation = TimeSpan.FromMilliseconds(25) Turret = New Turret(New Pen(Color.Black, 10), 50, Body.Center, 75, 0, TimeSpan.FromMilliseconds(100)) RelativeTurretAngle = Turret.AngleInDegrees - Body.AngleInDegrees End Sub- Public Sub New(): This is the constructor for the
Form1class. It runs when an instance of the form is created. - InitializeComponent(): Sets up the form's components (like buttons, labels, etc.).
- InitializeForm(): Custom method to set additional properties for the form.
- InitializeTimer(): Sets up a timer for updating the game state.
- Controllers.Initialize(): Initializes the Xbox controllers for input.
- InitializeSounds(): Loads and prepares sound files for playback.
- Body.TimeToNextRotation = TimeSpan.FromMilliseconds(25): Sets the rotation interval for the tank body.
- Turret = New Turret(...): Creates a new turret instance with specified properties.
- RelativeTurretAngle = Turret.AngleInDegrees - Body.AngleInDegrees: Calculates the initial angle difference between the turret and the tank body.
Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Timer1.Tick DeltaTime.Update() HandleUserInput() Projectiles.UpdateProjectiles(DeltaTime.ElapsedTime) Body.CheckWallBounce(Body.Body, ClientSize.Width, ClientSize.Height) Body.Update(DeltaTime.ElapsedTime) Turret.AngleInDegrees = (Body.AngleInDegrees + RelativeTurretAngle + 360) Mod 360 Arrow.Center = Body.Center Arrow.AngleInDegrees = Body.AngleInDegrees Arrow.Velocity = Body.Velocity Arrow.Update(DeltaTime.ElapsedTime) Turret.Center = Body.Center HandleAudioPlayback() Invalidate() End Sub- Private Sub Timer1_Tick(...): This method is called at regular intervals defined by the timer. It updates the game state.
- DeltaTime.Update(): Updates the elapsed time since the last frame.
- HandleUserInput(): Calls a method to process user input from the keyboard or controller.
- Projectiles.UpdateProjectiles(DeltaTime.ElapsedTime): Updates the state of all projectiles based on the elapsed time.
- Body.CheckWallBounce(...): Checks if the tank has hit any walls and adjusts its position accordingly.
- Body.Update(DeltaTime.ElapsedTime): Updates the tank's position and physics based on the elapsed time.
- Turret.AngleInDegrees = (Body.AngleInDegrees + RelativeTurretAngle + 360) Mod 360: Calculates the turret's angle based on the tank's current angle and the relative angle.
- Arrow.Center = Body.Center: Updates the arrow's center position to match the tank's position.
- Arrow.AngleInDegrees = Body.AngleInDegrees: Sets the arrow's angle to match the tank's angle.
- Arrow.Velocity = Body.Velocity: Updates the arrow's velocity based on the tank's current velocity.
- Arrow.Update(DeltaTime.ElapsedTime): Updates the arrow's position based on the elapsed time.
- Turret.Center = Body.Center: Sets the turret's position to match the tank's position.
- HandleAudioPlayback(): Manages the audio playback based on the tank's movement.
- Invalidate(): Requests to repaint the form, triggering the
OnPaintmethod.
Protected Overrides Sub OnPaint(e As PaintEventArgs) MyBase.OnPaint(e) DrawFrame() OffScreen.Buffered?.Render(e.Graphics) OffScreen.EraseFrame() End Sub- Protected Overrides Sub OnPaint(...): This method is called when the form needs to be repainted.
- MyBase.OnPaint(e): Calls the base class's paint method to ensure proper rendering.
- DrawFrame(): Calls a custom method to draw the game elements.
- OffScreen.Buffered?.Render(e.Graphics): Renders the off-screen buffer onto the form's graphics.
- OffScreen.EraseFrame(): Clears the buffer for the next frame.
Protected Overrides Sub OnKeyDown(e As KeyEventArgs) MyBase.OnKeyDown(e) Select Case e.KeyCode Case Keys.A ADown = True Case Keys.D DDown = True Case Keys.W WDown = True Case Keys.S SDown = True Case Keys.E EDown = True Case Keys.F1 F1Down = True Case Keys.F2 F2Down = True Case Keys.X XDown = True Case Keys.Left LeftArrowDown = True Case Keys.Right RightArrowDown = True Case Keys.Space SpaceDown = True End Select End Sub- Protected Overrides Sub OnKeyDown(...): This method handles key presses.
- Select Case e.KeyCode: Checks which key was pressed and sets the corresponding boolean variable to
True.
Protected Overrides Sub OnKeyUp(e As KeyEventArgs) MyBase.OnKeyUp(e) Select Case e.KeyCode Case Keys.A ADown = False Case Keys.D DDown = False Case Keys.W WDown = False Case Keys.S SDown = False Case Keys.E EDown = False Case Keys.F1 F1Down = False F1DownHandled = False Case Keys.F2 F2Down = False F2DownHandled = False Case Keys.X XDown = False Case Keys.Left LeftArrowDown = False Case Keys.Right RightArrowDown = False Case Keys.Space SpaceDown = False End Select End Sub- Protected Overrides Sub OnKeyUp(...): This method handles key releases.
- Select Case e.KeyCode: Checks which key was released and sets the corresponding boolean variable to
False.
Private Sub Form1_Resize(sender As Object, e As EventArgs) Handles Me.Resize If Not WindowState = FormWindowState.Minimized Then ClientCenter = New Point(ClientSize.Width / 2, ClientSize.Height / 2) Body.Center = ClientCenter OffScreen.DisposeBuffer() Timer1.Enabled = True Else Timer1.Enabled = False End If End Sub- Private Sub Form1_Resize(...): This method handles resizing the form.
- If Not WindowState = FormWindowState.Minimized: Checks if the window is not minimized.
- ClientCenter = New Point(ClientSize.Width / 2, ClientSize.Height / 2): Updates the center based on the new size.
- Body.Center = ClientCenter: Centers the tank body to the new client center.
- OffScreen.DisposeBuffer(): Disposes of the current off-screen buffer to prepare for a new one.
- Timer1.Enabled = True: Starts the timer if the window is not minimized.
- Else Timer1.Enabled = False: Stops the timer if the window is minimized.
Private Sub Form1_Load(sender As Object, e As EventArgs) Handles Me.Load ClientCenter = New Point(ClientSize.Width / 2, ClientSize.Height / 2) End Sub- Private Sub Form1_Load(...): This method runs when the form is loaded.
- ClientCenter = New Point(ClientSize.Width / 2, ClientSize.Height / 2): Initializes the center point of the client area.
Private Sub DrawFrame() OffScreen.AllocateBuffer(Me) OffScreen.Buffered.Graphics.DrawString(HintsText, InstructionsFont, Brushes.Black, InstructionsLocation) Body.Draw(OffScreen.Buffered.Graphics, ClientSize) Arrow.Draw(OffScreen.Buffered.Graphics) Projectiles.DrawProjectiles(OffScreen.Buffered.Graphics) Turret.Draw(OffScreen.Buffered.Graphics) End Sub- Private Sub DrawFrame(): This method handles drawing the game elements.
- OffScreen.AllocateBuffer(Me): Allocates a new buffer for off-screen drawing.
- OffScreen.Buffered.Graphics.DrawString(...): Draws the hints text on the screen.
- Body.Draw(...), Arrow.Draw(...), Projectiles.DrawProjectiles(...), Turret.Draw(...): Calls the draw methods for each game element to render them onto the buffer.
Private Sub HandleUserInput() Controllers.Update() HandleKeyPresses() HandleControllerInput() End Sub- Private Sub HandleUserInput(): This method processes user input.
- Controllers.Update(): Updates the state of the controllers.
- HandleKeyPresses(): Calls a method to handle keyboard input.
- HandleControllerInput(): Calls a method to handle controller input.
Private Sub HandleKeyPresses() If ADown Then Body.RotateCounterClockwise() End If If DDown Then Body.RotateClockwise() End If If WDown Then If Body.Velocity < Body.MaxVelocity Then Body.Velocity += 1 Else Body.Velocity = Body.MaxVelocity End If ElseIf SDown Then If Body.Velocity > -Body.MaxVelocity Then Body.Velocity += -1 Else Body.Velocity = -Body.MaxVelocity End If Else Body.Decelerate(DeltaTime.ElapsedTime) End If If EDown Then Body.EmergencyStop(DeltaTime.ElapsedTime) If Body.Velocity <> 0 Then If Not Player.IsPlaying("emergencystop") Then Player.PlaySound("emergencystop") End If Else If Player.IsPlaying("emergencystop") Then Player.PauseSound("emergencystop") End If End If ElseIf Not Controllers.B(0) Then If Player.IsPlaying("emergencystop") Then Player.PauseSound("emergencystop") End If End If If F1Down Then If Body.ShowControllerHints Then Body.ShowControllerHints = False If Body.ShowKeyboardHints Then If Not F1DownHandled Then Body.ShowKeyboardHints = False HintsText = HiddenHints F1DownHandled = True End If Else If Not F1DownHandled Then Body.ShowKeyboardHints = True HintsText = KeyboardHintsText F1DownHandled = True End If End If End If If F2Down Then If Body.ShowKeyboardHints Then Body.ShowKeyboardHints = False If Body.ShowControllerHints Then If Not F2DownHandled Then Body.ShowControllerHints = False HintsText = HiddenHints F2DownHandled = True End If Else If Not F2DownHandled Then Body.ShowControllerHints = True HintsText = ControllerHintsText F2DownHandled = True End If End If End If If XDown OrElse SpaceDown Then FireProjectile() End If If LeftArrowDown Then RotateTurretCounterClockwise() End If If RightArrowDown Then RotateTurretClockwise() End If End Sub - Private Sub HandleKeyPresses(): This method processes the state of the tank based on key presses.
- If ADown Then Body.RotateCounterClockwise(): If the 'A' key is pressed, the tank rotates counterclockwise.
- If DDown Then Body.RotateClockwise(): If the 'D' key is pressed, the tank rotates clockwise.
- If WDown Then: If the 'W' key is pressed, the tank accelerates.
- If Body.Velocity < Body.MaxVelocity Then: Checks if the tank's velocity is less than its maximum speed.
- Body.Velocity += 1: Increases the tank's velocity by 1.
- Else Body.Velocity = Body.MaxVelocity: Sets the velocity to the maximum if it exceeds it.
- ElseIf SDown Then: If the 'S' key is pressed, the tank reverses.
- Similar logic checks if the velocity can be decreased or sets it to the maximum reverse speed.
- Else Body.Decelerate(DeltaTime.ElapsedTime): If neither 'W' nor 'S' is pressed, the tank decelerates based on the elapsed time.
- If EDown Then: If the 'E' key is pressed, it triggers an emergency stop.
- Body.EmergencyStop(DeltaTime.ElapsedTime): Stops the tank immediately.
- Checks if the emergency stop sound is playing and plays or pauses it accordingly.
- If F1Down Then: If the 'F1' key is pressed, it toggles the visibility of keyboard hints.
- If F2Down Then: If the 'F2' key is pressed, it toggles the visibility of controller hints.
- If XDown OrElse SpaceDown Then FireProjectile(): If either the 'X' key or spacebar is pressed, it triggers the firing of a projectile.
- If LeftArrowDown Then RotateTurretCounterClockwise(): If the left arrow key is pressed, it rotates the turret counterclockwise.
- If RightArrowDown Then RotateTurretClockwise(): If the right arrow key is pressed, it rotates the turret clockwise.
Private Sub RotateTurretClockwise() Dim TimeSinceLastRotation As TimeSpan = Now - LastRotationTime If TimeSinceLastRotation > TimeToNextRotation Then Dim AngleInDegrees = (Turret.AngleInDegrees + 1) Mod 360 RelativeTurretAngle = (AngleInDegrees - Body.AngleInDegrees + 360) Mod 360 LastRotationTime = Now End If End Sub- Private Sub RotateTurretClockwise(): This method handles the clockwise rotation of the turret.
- Dim TimeSinceLastRotation As TimeSpan = Now - LastRotationTime: Calculates the time since the last rotation.
- If TimeSinceLastRotation > TimeToNextRotation Then: Checks if enough time has passed to allow another rotation.
- Dim AngleInDegrees = (Turret.AngleInDegrees + 1) Mod 360: Increments the turret's angle by 1 degree, ensuring it stays within a 0-359 degree range using modulo 360.
- RelativeTurretAngle = (AngleInDegrees - Body.AngleInDegrees + 360) Mod 360: Updates the relative angle of the turret compared to the body.
- LastRotationTime = Now: Updates the last rotation time to the current time.
Private Sub RotateTurretCounterClockwise() Dim TimeSinceLastRotation As TimeSpan = Now - LastRotationTime If TimeSinceLastRotation > TimeToNextRotation Then Dim AngleInDegrees = (Turret.AngleInDegrees - 1 + 360) Mod 360 RelativeTurretAngle = (AngleInDegrees - Body.AngleInDegrees + 360) Mod 360 LastRotationTime = Now End If End Sub- Private Sub RotateTurretCounterClockwise(): This method handles the counterclockwise rotation of the turret.
- The logic is similar to the clockwise rotation method, but it decrements the angle instead.
Private Sub FireProjectile() If Now - Turret.LastFireTime > Turret.TimeToNextFire Then Player.PlayOverlapping("gunshot") Projectiles.FireProjectile(Turret.Center, Turret.AngleInDegrees) Turret.LastFireTime = Now End If End Sub- Private Sub FireProjectile(): This method handles firing a projectile from the turret.
- If Now - Turret.LastFireTime > Turret.TimeToNextFire Then: Checks if enough time has passed since the last shot.
- Player.PlayOverlapping("gunshot"): Plays the gunshot sound effect.
- Projectiles.FireProjectile(Turret.Center, Turret.AngleInDegrees): Fires a projectile from the turret's center at its current angle.
- Turret.LastFireTime = Now: Updates the last fire time to the current time.
Private Sub HandleControllerInput() If Controllers.LeftThumbstickLeft(0) Then Body.RotateCounterClockwise() End If If Controllers.LeftThumbstickRight(0) Then Body.RotateClockwise() End If If Controllers.A(0) OrElse Controllers.LeftStick(0) Then If Body.Velocity < Body.MaxVelocity Then Body.Velocity += 1 Else Body.Velocity = Body.MaxVelocity End If ElseIf Controllers.Y(0) Then If Body.Velocity > -Body.MaxVelocity Then Body.Velocity += -1 Else Body.Velocity = -Body.MaxVelocity End If Else Body.Decelerate(DeltaTime.ElapsedTime) End If If Controllers.B(0) Then Body.EmergencyStop(DeltaTime.ElapsedTime) If Body.Velocity <> 0 Then If Not Player.IsPlaying("emergencystop") Then Player.PlaySound("emergencystop") End If Controllers.TimeToVibe = 50 Controllers.VibrateRight(0, 32000) Else If Player.IsPlaying("emergencystop") Then Player.PauseSound("emergencystop") End If End If ElseIf Not EDown Then If Player.IsPlaying("emergencystop") Then Player.PauseSound("emergencystop") End If End If If Controllers.X(0) OrElse Controllers.RightTrigger(0) Then FireProjectile() End If If Controllers.RightThumbstickLeft(0) Then RotateTurretCounterClockwise() End If If Controllers.RightThumbstickRight(0) Then RotateTurretClockwise() End If End Sub- Private Sub HandleControllerInput(): This method processes input from the Xbox controller.
- If Controllers.LeftThumbstickLeft(0): If the left thumbstick is moved left, the tank rotates counterclockwise.
- If Controllers.LeftThumbstickRight(0): If the left thumbstick is moved right, the tank rotates clockwise.
- If Controllers.A(0) OrElse Controllers.LeftStick(0): If button A is pressed or the left stick is pushed forward, it accelerates the tank.
- If Controllers.Y(0): If button Y is pressed, it reverses the tank.
- Else Body.Decelerate(DeltaTime.ElapsedTime): If neither button is pressed, the tank decelerates.
- If Controllers.B(0): If button B is pressed, the tank performs an emergency stop.
- If Body.Velocity <> 0: If the tank is moving, it plays the emergency stop sound and vibrates the controller.
- If Controllers.X(0) OrElse Controllers.RightTrigger(0): If button X or the right trigger is pressed, it fires a projectile.
- If Controllers.RightThumbstickLeft(0): If the right thumbstick is moved left, it rotates the turret counterclockwise.
- If Controllers.RightThumbstickRight(0): If the right thumbstick is moved right, it rotates the turret clockwise.
Private Sub HandleAudioPlayback() If Body.Velocity <> 0 Then If Not Player.IsPlaying("running") Then Player.LoopSound("running") End If If Player.IsPlaying("idle") Then Player.PauseSound("idle") End If Else If Not Player.IsPlaying("idle") Then Player.LoopSound("idle") End If If Player.IsPlaying("running") Then Player.PauseSound("running") End If End If End Sub- Private Sub HandleAudioPlayback(): This method manages the background sounds based on the tank's movement state.
- If Body.Velocity <> 0: If the tank is moving, it plays the running sound.
- If Not Player.IsPlaying("running"): Ensures the running sound is not already playing before looping it.
- If Player.IsPlaying("idle"): If the idle sound is playing, it pauses it.
- Else: If the tank is not moving, it plays the idle sound and pauses the running sound if it’s playing.
Private Sub InitializeForm() CenterToScreen() SetStyle(ControlStyles.UserPaint, True) SetStyle(ControlStyles.OptimizedDoubleBuffer Or ControlStyles.AllPaintingInWmPaint, True) Text = "Tank - Code with Joe" WindowState = FormWindowState.Maximized End Sub- Private Sub InitializeForm(): This method sets up the form's properties.
- CenterToScreen(): Centers the form on the screen.
- SetStyle(ControlStyles.UserPaint, True): Allows custom painting on the form.
- SetStyle(ControlStyles.OptimizedDoubleBuffer Or ControlStyles.AllPaintingInWmPaint, True): Enables double buffering to reduce flickering during rendering.
- Text = "Tank - Code with Joe": Sets the window title.
- WindowState = FormWindowState.Maximized: Starts the form in a maximized state.
Private Sub InitializeTimer() Timer1.Interval = 15 Timer1.Start() End Sub- Private Sub InitializeTimer(): This method sets up the game timer.
- Timer1.Interval = 15: Sets the timer to tick every 15 milliseconds.
- Timer1.Start(): Starts the timer.
Private Sub InitializeSounds() CreateSoundFiles() Dim FilePath As String = Path.Combine(Application.StartupPath, "idle.mp3") Player.AddSound("idle", FilePath) Player.SetVolume("idle", 300) Player.LoopSound("idle") FilePath = Path.Combine(Application.StartupPath, "running.mp3") Player.AddSound("running", FilePath) Player.SetVolume("running", 400) FilePath = Path.Combine(Application.StartupPath, "emergencystop.mp3") Player.AddSound("emergencystop", FilePath) Player.SetVolume("emergencystop", 1000) FilePath = Path.Combine(Application.StartupPath, "gunshot.mp3") Player.AddOverlapping("gunshot", FilePath) Player.SetVolume("gunshot", 1000) End Sub- Private Sub InitializeSounds(): This method initializes all sound effects used in the game.
- CreateSoundFiles(): Calls a method to create sound files from resources.
- Dim FilePath As String = Path.Combine(Application.StartupPath, "idle.mp3"): Defines the path to the sound files.
- Player.AddSound("idle", FilePath): Loads the idle sound into the audio player.
- Player.SetVolume(...): Sets the volume for each sound effect.
- Player.LoopSound("idle"): Loops the idle sound when the game starts.
Private Sub CreateSoundFiles() Dim FilePath As String = Path.Combine(Application.StartupPath, "idle.mp3") CreateFileFromResource(FilePath, My.Resources.Resource1.idle) FilePath = Path.Combine(Application.StartupPath, "running.mp3") CreateFileFromResource(FilePath, My.Resources.Resource1.running) FilePath = Path.Combine(Application.StartupPath, "emergencystop.mp3") CreateFileFromResource(FilePath, My.Resources.Resource1.emergencystop) FilePath = Path.Combine(Application.StartupPath, "gunshot.mp3") CreateFileFromResource(FilePath, My.Resources.Resource1.gunshot003) End Sub- Private Sub CreateSoundFiles(): This method creates sound files from embedded resources.
- CreateFileFromResource(...): Calls a helper method to create the file if it doesn't exist.
Private Sub CreateFileFromResource(filepath As String, resource As Byte()) Try If Not IO.File.Exists(filepath) Then IO.File.WriteAllBytes(filepath, resource) End If Catch ex As Exception Debug.Print($"Error creating file: {ex.Message}") End Try End Sub- Private Sub CreateFileFromResource(...): This method creates a file from a byte array resource.
- If Not IO.File.Exists(filepath): Checks if the file already exists.
- IO.File.WriteAllBytes(filepath, resource): Writes the resource to a file.
- Catch ex As Exception: Catches any exceptions that occur during file creation and prints an error message to the debug output.
- Understanding how to manage game state using timers and events.
- Learning how to handle user input from both keyboard and controllers.
- Implementing basic game mechanics like movement, rotation, and firing.
- Managing audio playback for a more immersive experience.
Feel free to explore the code further and modify it to enhance your understanding of game development principles. Happy coding!
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