? Write a program that implements a camera from a first person’s perspective with a crosshair
in the centre of screen. The camera should remain a fixed distance above the ground and
must stay within the bounds of the environment. Setup a physics environment like a textured
room or something (must be contained, so physics entities don’t fly off into infinity), create
and place a number of physics entities around the environment. The physics properties and
visual appearance should be different for different types of entities (e.g. crates of different
sizes with different masses, textures, etc.).
? Allow the user to shoot balls into the environment.
Each time a ball is to be shot, a ball entity should be created and its physics properties
initialized. Your program should give the ball an initial velocity at launch. After launch, the
physics engine should handle the projectile motion and collision responses.
When the user presses and holds down the left mouse button, this should ‘charge’ (gradually
increase) the ball’s launching velocity. The ball should be launched when the user releases
the mouse button. Enforce minimum and maximum launch velocities (i.e. if the user just
clicks the mouse, the ball should be launched with the minimum velocity and the launch
velocity cannot be charged above the maximum). After launch, the ‘charge’ value should
return the minimum value. Implement a delay between ball shots.
A user interface should be used to display the ‘charging level’ (use spriteBatch for this).
? Implement a number of different guns.
Using keyboard input, the user should be allowed to switch between shooting balls and the
following type of guns. Display text or create a user interface to indicate the current
shooting state. Some of the gun characteristics are described below.
o Hand gun – small impulse at contact point
o Machine gun – keeps shooting (with a small delay between shots) whenever the
mouse button is depressed
o Shot gun – multiple pellets per shot, large time delay between shots
o Sniper rifle – largest time delay, right click for sniper scope interface
The guns do not have to shoot projectiles (just use a ray casts1 to trace the virtual bullets’
path, contact point and entity, etc.). The object that is hit should display an appropriate
physics response. Give each type of gun a different strength. The strengths should increase
in the order at which the guns were listed above (i.e. hand gun should have the weakest
response).
For the hand gun, shot gun and sniper rifle, these should fire one shot for every left mouse
button press, whereas for the machine gun, implement continuous fire.
With the exception of the sniper rifle, the other guns should be given a random accuracy (i.e.
the closer the user is to the target, the more accurate the gun should be, and vice versa).
For the sniper rifle, implement a sniper rifle’s scope interface and 2 levels of zoom2.
Hi!
I worked on few 3D games like you have posted. I work with MS Visual Studio 2010 and XNA Game Studio 3.5 and higher. Can do the work you have. Check your PM