Managed DirectX Tutorial Part 2 - Samus Running






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Feb 1, 2003
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Step-by-step tutorial on Managed DirectX, Part 2 - Sprite animation and Audio playback.
Introduction
Welcome to the second part of my tutorial on Managed DirectX, included with DirectX 9 SDK. Most C# developers were waiting for this release. Before Managed DirectX, C# developers were using DirectX via COM Interop of DirectX 7 or 8 VB component. The new Managed DirectX components offer best performance and easier programming over DirectX COM Interop. This tutorial is for newcomers in DirectX development, like me, or for people who were using COM Interop for DirectX development. In this tutorial, we will make a clone of Super Metroid game called Managed Metroid. We will try to use all the components of Managed DirectX (DirectDraw
, DirectSound
, DirectInput
, Direct3D
, DirectPlay
and AudioVideoPlayback
).
In part 2, we will continue with sprite animation and audio playback with AudioVideoPlayback
namespace.
Requirements
These articles require some knowledge of C#. Also a basic game development background would be useful.
In this article, I assume that you have read the first part of the tutorial found at http://www.codeproject.com/cs/media/mdx_tutorial1.asp[^].
Software requirements:
- Microsoft Windows NT4 SP6, Windows 2000, Windows XP Pro (for compiling only)
- Visual C# .NET or Visual Studio .NET
- DirectX 9 SDK Full or only C# Part (available from Microsoft)
- Image editing tool (optional but useful)
Music playback
With Managed DirectX, if you want a quick way to playback music in your application then you're served. The AudioVideoPlayback
namespace is a wrapper of the DirectShow API found in C++. So, you can play any type of audio and video unless that you have the codec on your computer.
We implant Audio Playback in a code like this (It's just a sample one, this is not in the demo project) :
private void PlayAudio(string audiofile)
{
// Create the audio class with specified audio file
Audio audio = new Audio(audiofile)
// Play Audio
audio.Play();
}
Adding namespace
Here are the references you need to add to the project for this tutorial (in the code and in References folder in solution)
using System.IO;
using Microsoft.DirectX;
using Microsoft.DirectX.AudioVideoPlayback;
using Microsoft.DirectX.DirectDraw;
Adding DirectX variables
First of all, we declare the DirectDraw device. This time, we also add a constant that hold the number of frames, an array of Rectangle
that holds each frame of the animation and finally we add the sprite height and width in int
.
After that, we declare the Audio playback variables. First of all, the Audio
class needed to play the music. The m_playlist
variable is an array of strings holding the music listed in directory music.
The Timer
is used to animate the sprite by incrementing the currentframe
variable. Finally, the helptext
string stores the help text drawn on the screen.
// Direct Draw variables
//DirectDraw Device used in all the application
private Device display;
//Front Surface
private Surface front = null;
//Back Buffer Surface
private Surface back = null;
//Surface that hold the Samus Sprites
private Surface samus = null;
//Constant of number of frames
private const int nFrames = 8;
//Array of Rectangle to hold the position of the frames
private Rectangle[] frames = new Rectangle[nFrames];
//Sprite Height
private int samus_height = 49;
//Sprite Height
private int samus_width = 35;
//Current frame displayed
private int currentframe = 0;
//Path to the samus sprite
private string samus_sprite = Application.StartupPath + "\\samussprite.bmp";
// Audio Playback variables
//Audio Playback class
private Audio music;
//String of the musicpath
private string musicpath = Application.StartupPath + "\\music\\";
//The playlist initialized later
private string[] m_playlist = null;
//The maxindex, store the upper bounds of the playlist
private int maxindex = 0;
//Current index of the music played
private int musicindex = 0;
// Misc variables
//Timer used to cadence the sprite animation
private System.Windows.Forms.Timer TimerSprite;
//Help Text
private string helptext =
"Managed DirectX Tutorial 2 - Press Enter or Escape to exit";
Initialize audio playback
Initializing audio playback is very simple. Create the Audio
class with an initial music file, then add the OnMusicEnding
event. Finally, just play the music.
private void InitAudioPlayback()
{
// Create the Audio class with the first element of the playlist
music = new Audio(m_playlist[0]);
// Event to handle the ending of the music
music.Ending += new EventHandler(this.OnMusicEnding);
// Play the music
music.Play();
}
FillPlaylist method
The FillPlaylist
method lists the directory music and fills the m_playlist
variable.
private string[] FillPlaylist()
{
// Get the number of song
maxindex = Directory.GetFiles(musicpath).Length;
// Create the playlist
string[] playlist = new string[maxindex];
// Fill the playlist
playlist = Directory.GetFiles(musicpath);
// Return
return playlist;
}
OnMusicEnding event
This function opens the next song in the play list. Instead of creating a new instance of the Audio
class, we use the method Open
to play the next song.
private void OnMusicEnding(object sender, System.EventArgs e)
{
// Check if the Audio class is created
if(music != null)
{
// Increment the music idnex
musicindex++;
// Stop the current song played
music.Stop();
// If this is the song, return to the first song
if(musicindex >= maxindex - 1)
{
musicindex = 0;
}
try
{
// Open the next song
music.Open(m_playlist[musicindex]);
// Reset the Ending event
music.Ending -= new EventHandler(this.OnMusicEnding);
music.Ending += new EventHandler(this.OnMusicEnding);
// Play it
music.Play();
}
catch(Exception)
{
// If they are any problems, exit the application
this.Close();
}
}
}
Sprite animation
My method to animate a sprite is very simple. Here is the image I will animate:
With Jasc Animation Shop and Paint Shop Pro, I pasted all the frames of the animation into a single image:
So how do I select each frame in my application? We pre-compute the area of each frame and we store it in an array of Rectangle
.
Each Rectangle
has the size of each frame of the animation shown below. The Point
locates the top-left point of the current frame. Imagine this like a selection in your favorite image editing program.
for(int i=0; i< nFrames; i++)
{
Point pt = new Point(samus_width * i, 0);
frames[i] = new Rectangle(pt, new Size(samus_width, samus_height));
}
But now, how do I draw each frame in my Draw
method? The Draw
and DrawFast
methods of DirectDrawDevice
can specify a region of the surface to draw with a Rectangle
.
// Draw the title to the back buffer using source copy blit
back.DrawFast(320, 240, samus, frames[currentframe],
DrawFastFlags.DoNotWait);
Finally, we add a Windows Timer
to our application. The Timer
is used to set the tick of the animation.
private void TimerSprite_Tick(object sender, System.EventArgs e)
{
if(currentframe >= nFrames - 1)
{
currentframe = 0;
}
else
{
currentframe++;
}
}
DirectDraw initialization
Now too much code has changed here. We added the pre-compute of the animation frames.
private void InitDirectDraw()
{
// Used to describe a Surface
SurfaceDescription description = new SurfaceDescription();
// Init the Device
display = new Device();
// Set the Cooperative Level and parent,
// Setted to Full Screen Exclusive to the form
display.SetCooperativeLevel(this,
CooperativeLevelFlags.FullscreenExclusive);
// Set the resolution and color depth used in full screen
//(640x480, 16 bit color)
display.SetDisplayMode(640, 480, 16, 0, false);
// Define the attributes for the front Surface
description.SurfaceCaps.PrimarySurface = true;
description.SurfaceCaps.Flip = true;
description.SurfaceCaps.Complex = true;
// Set the Back Buffer count
description.BackBufferCount = 1;
// Create the Surface with specifed description and device)
front = new Surface(description, display);
description.Clear();
// A Caps is a set of attributes used by most of DirectX components
SurfaceCaps caps = new SurfaceCaps();
// Yes, we are using a back buffer
caps.BackBuffer = true;
// Associate the front buffer to back buffer with specified caps
back = front.GetAttachedSurface(caps);
description.Clear();
samus = new Surface(samus_sprite, description, display);
for(int i=0; i< nFrames; i++)
{
Point pt = new Point(samus_width * i, 0);
frames[i] = new Rectangle(pt, new Size(samus_width, samus_height));
}
// Set the fore color of the text
back.ForeColor = Color.White;
}
DrawNextFrame method
The Draw
method has changed name. It's now DrawNextFrame
. We added the draw of the current frame. The current song played is also written on the screen.
private void DrawNextFrame()
{
// If the front isn't create, ignore this function
if (front == null)
{
return;
}
// If the form is minimized, ignore this function
if(this.WindowState == FormWindowState.Minimized)
{
return;
}
try
{
back.ColorFill(Color.Black);
// Draw the title to the back buffer using source copy blit
back.DrawFast(320, 240, samus,
frames[currentframe], DrawFastFlags.DoNotWait);
// Draw the text also to the back buffer using source copy blit
back.DrawText(10, 30, helptext, false);
back.DrawText(10, 50, "Playing : "+m_playlist[musicindex], false);
// Doing a flip to transfer back buffer to the front, faster
front.Flip(back, FlipFlags.DoNotWait);
}
catch(WasStillDrawingException)
{
return;
}
catch(SurfaceLostException)
{
// If we lost the surfaces, restore the surfaces
RestoreSurfaces();
}
}
RestoreSurfaces method
No changes for this method
private void RestoreSurfaces()
{
// Used to describe a Surface
SurfaceDescription description = new SurfaceDescription();
// Restore al the surface associed with the device
display.RestoreAllSurfaces();
// For the samus sprite, we need to dispose it first
// and then re-create it
samus.Dispose();
samus = null;
samus = new Surface(samus_sprite, description, display);
return;
}
Constructor
In the constructor, we add the fill of the play list and we add the start of the timer.
public Tutorial2()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
m_playlist = FillPlaylist();
InitDirectDraw();
InitAudioPlayback();
// Remove the cursor
this.Cursor.Dispose();
// Show the form if isn't already do
this.Show();
TimerSprite.Start();
TimerSprite.Enabled = true;
// The main loop
while(Created)
{
DrawNextFrame();
// Make sure that the application process the messages
Application.DoEvents();
}
}
The Closing event
The Closing
event disposes the DirectX components used in the application.
private void Tutorial2_Closing(object sender,
System.ComponentModel.CancelEventArgs e)
{
if(display != null)
{
display.RestoreDisplayMode();
display.SetCooperativeLevel(this, CooperativeLevelFlags.Normal);
display.Dispose();
}
if(music != null)
{
if(music.Playing)
{
music.Stop();
}
music.Dispose();
}
}
The KeyUp event
The KeyUp
event is the same as in Part 1 of this tutorial.
private void Tutorial2_KeyUp(object sender,
System.Windows.Forms.KeyEventArgs e)
{
// If the user press Escape or Enter, the tutorial exits
if(e.KeyCode == Keys.Escape || e.KeyCode == Keys.Enter)
this.Close();
}
Main method
You need to make the same change as the first part.
[STAThread]
static void Main()
{
Tutorial2 app = new Tutorial2();
Application.Exit();
}
Conclusion
In this tutorial, we learned how to animate a sprite using DirectDraw
and play background music with Managed DirectX. The next tutorial will be an enhancement of Part 2 with DirectInput
. If you have any comments, suggestions, code corrections, please make me a remark at the bottom of the article.
Known issues
- The demo will exit by itself because the music failed to load.
- When the demo exits, an error message box appears with a .NET Broadcast Event.
History
Update 1.0
- First release of Part 2