If you've ever wanted to dive into game development, Platformer with Level Editor is your ticket. This tool is perfect for those looking to roll up their sleeves and get hands-on with creating games.
The key things you can expect to explore with this learning tool are:
Get the lowdown on how games tick. We’re talking physics (how things move), collision detection (when stuff bumps into each other), character controls, and the all-important game loop that keeps everything running.
Game dev isn’t just about coding; it’s about organizing your code. You’ll learn how to structure your programming and handle events so your game reacts to player moves like jumping or shooting.
The level editor is your playground. Learn to whip up engaging levels, manage them like a pro, and make sure they load smoothly during gameplay. Good level design can make or break the player experience.
Sounds matter! You’ll figure out how to bring in sound effects and music to amp up the fun—think catchy jump sounds and epic battle tunes.
Many gamers use controllers, so you’ll learn how to integrate Xbox controller support to make your game feel just right for console players.
Remember, “Platformer with Level Editor” isn’t just about theory—it’s hands-on learning. Dive in, experiment, and let your creativity flow! 🎮✨
"Platformer with Level Editor" is a game application that allows users to create and customize their own platformer levels. The application includes various tools and features to help players design, edit, and play through their custom levels.
We start by bringing in libraries that give our game extra functionality and setting up the main class for our app.
Imports System.ComponentModel
Imports System.Drawing.Drawing2D
Imports System.IO
Imports System.Numerics
Imports System.Runtime.InteropServices
Imports System.Text
Imports System.Threading
Public Class Form1
-
Imports: These lines bring in useful libraries that provide extra functionality. For example,
System.IO
helps with file operations, andSystem.Drawing
is used for graphics. -
Public Class Form1: This declares a class named
Form1
. In VB.NET, a class is like a blueprint for creating objects. Here,Form1
represents the main window of the application.
<DllImport("winmm.dll", EntryPoint:="mciSendStringW")>
Private Shared Function mciSendStringW(<MarshalAs(UnmanagedType.LPTStr)> ByVal lpszCommand As String, <MarshalAs(UnmanagedType.LPWStr)> ByVal lpszReturnString As StringBuilder, ByVal cchReturn As UInteger, ByVal hwndCallback As IntPtr) As Integer
End Function
-
DllImport: This is used to call functions from external libraries (DLLs). Here, it allows the program to play audio files.
-
Function mciSendStringW: This function sends commands to the multimedia control interface (MCI) for audio playback.
We define different game states—like starting, playing, and editing—and manage them smoothly.
Private Enum AppState As Integer
Start
Playing
Editing
Clear
End Enum
- Enum: An enumeration (enum) is a way to define a group of related constants. Here,
AppState
defines different states the game can be in: starting, playing, editing, and clear.
Private Hero As GameObject
Private Cash() As GameObject
Private Blocks() As GameObject
- Variables: These are used to store data.
Hero
is a single game object representing the player.Cash
andBlocks
are arrays that can hold multiple game objects (like bills or blocks).
Private Sub Form1_Load(sender As Object, e As EventArgs) Handles MyBase.Load
InitializeApp()
End Sub
- Form1_Load: This is an event that runs when the form (window) loads. It calls
InitializeApp()
to set up the game.
When your app loads, you’ll set up everything from sound files to game objects.
Private Sub InitializeApp()
CreateSoundFilesFromResources()
InitializeObjects()
InitializeForm()
End Sub
- InitializeApp: This method sets up the game by creating sound files, initializing game objects, and setting up the form's appearance.
Private Sub CreateSoundFilesFromResources()
Dim File As String = Path.Combine(Application.StartupPath, "level.mp3")
CreateSoundFileFromResource(File, My.Resources.level)
End Sub
- CreateSoundFilesFromResources: This method creates sound files from resources included in the project. It uses the
CreateSoundFileFromResource
method to save the sound file.
This is where the magic happens. The loop updates the game state and refreshes the screen like clockwork.
Private Sub GameTimer_Tick(sender As Object, e As EventArgs) Handles GameTimer.Tick
UpdateFrame()
Refresh()
End Sub
- GameTimer_Tick: This event runs repeatedly at set intervals (like a clock tick ⏰). It updates the game state and redraws the window.
Private Sub UpdateFrame()
Select Case GameState
Case AppState.Start
' Logic for starting state
Case AppState.Playing
' Logic for playing state
Case AppState.Editing
' Logic for editing state
End Select
End Sub
- UpdateFrame: This method checks the current game state and runs the appropriate logic based on whether the game is starting, playing, or in editing mode.
You’ll learn to handle keyboard inputs and make sure your game objects interact the way you want.
Private Sub Form1_KeyDown(sender As Object, e As KeyEventArgs) Handles MyBase.KeyDown
Select Case e.KeyCode
Case Keys.E
DoEKeyDownLogic()
Case Keys.P
DoPKeyDownLogic()
End Select
End Sub
- Form1_KeyDown: This event handles keyboard input. When a key is pressed, it checks which key and calls the corresponding method to handle that input.
Private Sub DrawOurHero()
With Buffer.Graphics
If Hero.Rect.IntersectsWith(Camera.Rect) Then
' Draw hero logic here
End If
End With
End Sub
- DrawOurHero: This method draws the hero on the screen. It checks if the hero is within the camera's view before drawing it.
Private Sub Form1_Closing(sender As Object, e As CancelEventArgs) Handles MyBase.Closing
CloseSounds()
End Sub
- Form1_Closing: This event runs when the user closes the application. It calls
CloseSounds()
to stop any playing sounds.
This code is a basic structure of a platformer game with a level editor. Each part of the code works together to create a playable game where users can design their own levels.
Let's break down the steps involved in using controllers in the game code. This includes detecting the controller, reading its state, and responding to input.
Before you can use controllers, you need to import the necessary libraries:
Imports System.Runtime.InteropServices
- This allows you to use functions from external libraries (like the XInput library) that handle controller inputs.
You need to declare functions from the XInput library that will help you interact with the controller:
<DllImport("XInput1_4.dll")>
Private Shared Function XInputGetState(dwUserIndex As Integer, ByRef pState As XINPUT_STATE) As Integer
End Function
- XInputGetState: This function checks the state of the controller (e.g., whether it's connected and the status of buttons and sticks).
You need to define structures that represent the state of the controller:
<StructLayout(LayoutKind.Explicit)>
Public Structure XINPUT_STATE
<FieldOffset(0)> Public dwPacketNumber As UInteger
<FieldOffset(4)> Public Gamepad As XINPUT_GAMEPAD
End Structure
<StructLayout(LayoutKind.Sequential)>
Public Structure XINPUT_GAMEPAD
Public wButtons As UShort
Public bLeftTrigger As Byte
Public bRightTrigger As Byte
Public sThumbLX As Short
Public sThumbLY As Short
Public sThumbRX As Short
Public sThumbRY As Short
End Structure
- XINPUT_STATE: Contains the packet number and the gamepad state.
- XINPUT_GAMEPAD: Contains button states and thumbstick positions.
You need a method to check if the controller is connected:
Private Function IsControllerConnected(controllerNumber As Integer) As Boolean
Return XInputGetState(controllerNumber, ControllerPosition) = 0
End Function
- This function returns
True
if the controller is connected (indicated by a return value of 0).
You need to update the controller state regularly, typically in the game loop:
Private Sub UpdateControllerData()
For ControllerNumber As Integer = 0 To 3
Try
If IsControllerConnected(ControllerNumber) Then
UpdateControllerState(ControllerNumber)
End If
Catch ex As Exception
DisplayError(ex)
End Try
Next
End Sub
- This loop checks each controller (up to 4) and updates its state if connected.
Inside the UpdateControllerState
method, you will read the button states:
Private Sub UpdateControllerState(controllerNumber As Integer)
If Connected(0) AndAlso controllerNumber = 0 Then
' Use controller zero
UpdateButtonPosition()
' Other updates for thumbsticks, triggers, etc.
End If
End Sub
- You can check specific buttons by using bitwise operations on
wButtons
:
If (Gamepad.wButtons And AButton) <> 0 Then
' A button is pressed
End If
You will typically have methods to handle specific input actions based on button presses:
Private Sub DoAKeyDownLogic()
' Logic for when the A button is pressed
End Sub
You can also make the controller vibrate based on game events:
<DllImport("XInput1_4.dll")>
Private Shared Function XInputSetState(playerIndex As Integer, ByRef vibration As XINPUT_VIBRATION) As Integer
End Function
Public Structure XINPUT_VIBRATION
Public wLeftMotorSpeed As UShort
Public wRightMotorSpeed As UShort
End Structure
- You can set the motor speeds to create a vibration effect.
Finally, you integrate the controller input into the game logic, allowing players to control the hero, navigate menus, and interact with the game world using the controller.
Using controllers in your game involves:
- Importing necessary libraries.
- Declaring external functions to communicate with the controller.
- Defining structures to hold controller state information.
- Checking if the controller is connected.
- Regularly updating the controller state in the game loop.
- Reading button states and handling input actions.
- Optionally, implementing vibration feedback.
Here are some steps you can take to learn game development using the "Platformer with Level Editor" project:
Visual Studio is an Integrated Development Environment (IDE) created by Microsoft.
It is a powerful software development tool that provides a comprehensive set of features and tools for building a wide range of applications.
This is the IDE I use to make "Platformer with Level Editor" and I recommend that you use.
Grab Visual Studio Community—it's free and perfect for indie devs.
Install Visual Studio from here: https://visualstudio.microsoft.com/downloads/ and include the .NET Desktop Development workload.
Follow the steps to get your local copy of the project.
- Click the "Code" button.
- Copy the repository's URL.
- Open Visual Studio.
- Click "Clone a repository".
- Paste the repository URL into the location field.
- Click the "Clone" button.
Once the cloning process is complete, you will have your own local copy of the game that you can run and modify on your computer.
Watch a short about cloning the repository here: https://www.youtube.com/shorts/n8bCEIdI44U
Get familiar with the project structure and start adding your own flair.
Don’t forget to check out the documentation and tutorials to level up your skills.
Engage with the project’s community for feedback and learning opportunities.
By following these steps, you’ll gain hands-on experience, learn programming patterns, and build skills in creating interactive games! 🎮🚀
GDI+ offers a user-friendly interface that makes it perfect for beginners. Its straightforward methods for drawing shapes, text, and images are intuitive, allowing you to quickly grasp the basics of programming.
Forget complicated configurations! GDI+ requires minimal setup, enabling you to dive straight into coding and focus on learning essential programming concepts without distractions.
Since GDI+ is part of the .NET framework, you're likely already familiar with it from your coursework. This integration means you can build on your existing knowledge and use the tools you already know.
Whether you prefer C# or VB.NET, GDI+ supports multiple programming languages, making it versatile for different learning styles.
One of the best features of GDI+ is the real-time visual results. You can see the impact of your code instantly, helping you understand and retain concepts better. Drawing graphics allows you to visualize important programming ideas like loops, conditionals, and events.
With GDI+, you can create interactive applications, such as simple games or simulations. This fosters creativity and keeps you engaged in your learning process.
GDI+ helps you build foundational programming skills, including object-oriented programming, event-driven design, and algorithmic thinking, all without the complexity of advanced graphics programming.
Using GDI+, you can tackle practical challenges like game design or data visualization, reinforcing your problem-solving abilities.
While GDI+ is primarily used in Windows environments, it serves as a great stepping stone to more advanced graphics libraries like OpenGL or DirectX as you progress.
You can also explore how GDI+ integrates with web applications through ASP.NET, broadening your skill set and understanding of web development.
There’s a wealth of tutorials, documentation, and community support available for GDI+. This makes it easy for you to find the resources you need to succeed.
Teachers can easily create engaging projects using GDI+, allowing you to apply what you learn in real-world scenarios.
GDI+ strikes a perfect balance between functionality and accessibility. Its simplicity lets you focus on learning programming fundamentals while providing enough depth for creative exploration, laying a solid foundation for your future studies in computer science and software development.