Xna 4 game examples


















The problems that the player has to deal with are Monkey Poo falling from the ropes and Bombs thrown by haters. So, when catching the Clothes, player has to avoid Poo and Bombs hitting the two baskets which user gets to play with using different controls of the Keyboard simultaneously. When Baskets are getting heavier it becomes difficult to move them and also when any of the clothes fall down without being caught the health level of Old Annie goes down by single Point.

Player do need to keep Annie's health at a good rate, avoid Poo and Bombs and score Marks. Run method is used to initilize the game. It details the creation of four games, all in different styles, from start to finish using the Microsoft XNA Framework, including a puzzler, space shooter, multi-axis shoot-'em-up, and a jump-and-run platform game. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity.

Beginning with the basics of drawing images to the screen, the book then incrementally introduces sprite animation, particles, sound effects, tile-based maps, and path finding. It then explores combining XNA with Windows Forms to build an interactive map editor, and builds a platform-style game using the editor-generated maps. Finally, the book covers the considerations necessary for deploying your games to the Xbox platform.

By the end of the book, you will have a solid foundation of game development concepts and techniques as well as working sample games to extend and innovate upon. You will have the knowledge necessary to create games that you can complete without an army of fellow game developers at your back.

A step-by-step tutorial to using Microsoft XNA by creating four different styles of video games. Approach This book is a step-by-step tutorial that includes complete source code for all of the games covered. Here is a quick breakdown:. You will use this to generate random coordinates for the squares that will be drawn to the screen. We will define a small texture in memory to use when drawing the square.

SquareChase will generate random squares and store the location in this variable. Their score accumulates in this integer variable.

When the counter reaches zero, the square will be removed and a new square generated. TimePerSquare : This constant is used to set the length of time that a square will be displayed before it "runs away" from the player. Each of these components can be specified as a byte from 0 to representing the intensity of that component in the color. The Alpha component determines the transparency of the color, with a value of 0 indicating that the color is fully transparent and indicating a fully opaque color.

Alternatively, each component of a color can be specified as a float between 0. The XNA templates define an instance of the Microsoft. Game class with the default name "Game1" as the primary component of your new game. Slightly more goes on behind the scenes, as we will see when we add an XNA game to a Windows Form in Chapter 8 , but for now, we can consider the Game1 constructor as the first thing that happens when our XNA game is executed.

The class constructor is identified as public Game1 , and by default, it contains only two lines:. For most of the games in this book, we will not need to make extensive modifications to the Game1 constructor, as its only job is to establish a link to the GraphicsDeviceManager object and set the default directory for the Content object which is used to load images, sound, and other game content.

After the constructor has finished and your XNA game begins to run, the Initialize method is called. This method only runs once, and the default code created with a new project template simply calls the base version of the method. The Initialize method is the ideal place to set up things like the screen resolution, toggle full screen mode, and enable the mouse in a Windows project. Other game objects that do not rely on external content such as graphics and sound resources can also be initialized here.

Make the mouse pointer visible by adding the following before the call to base. Initialize :. By default, the mouse is not visible inside the XNA game window. Setting the IsMouseVisible property of the running instance of the Game1 class enables the mouse cursor in Windows. The Xbox, Zune, and Windows Phone do not support a mouse, so what happens when the code to enable the mouse runs on these platforms?

It just gets ignored. It is also safe to ask other platforms about their non-existent keyboards and check the state of a gamepad on a Windows PC without one attached.

Part of the responsibility of the base Initialize method is to call LoadContent when the normal initialization has completed. The method is used to read in any graphical and audio resources your game will need. The default LoadContent method is also where the spriteBatch object gets initialized.

You will use the spriteBatch instance to draw objects to the screen during execution of the Draw method. Open Microsoft Paint or your favourite image editor and create a new 16 by 16 pixel image and fill it with white. BMP in a temporary location. Browse to the image you created and click on Ok. Add the following code to the LoadContent method after the spriteBatch initialization:. To load content, it must first exist. In steps 1 and 2, you created a bitmap image for the square texture. In step 3, you added the bitmap image as a piece of content to your project.

Very old graphics cards required that all texture images be sized to "powers of two" 2, 4, 8, 16, 32, 64, , , etc. This limitation is largely non-existent with modern video hardware, especially for 2D graphics. In fact, the sample code in the XNA Platform Starter Kit uses textures that do not conform to the "powers of two" limitation. In our case, the size of the image we created previously is not critical, as we will be scaling the output when we draw squares to the screen. Finally, in step 4 you used the Content instance of the ContentManager class to load the image from the disk and into the memory when your game runs.

The Content object is established automatically by XNA for you when you create a new project. When we add content items, such as images and sound effects to our game project, the XNA Content Pipeline converts our content files into an intermediate format that we can read via the Content object.

These XNB files get deployed alongside the executable for our game to provide their content data at runtime. Once LoadContent has finished doing its job, an XNA game enters an endless loop in which it attempts to call the Update method 60 times per second.

This default update rate can be changed by setting the TargetElapsedTime property of the Game1 object, but for our purposes, the default time step will be fine. If your Update logic starts to take too long to run, your game will begin skipping calls to the Draw method in favour of multiple calls to Update in an attempt to catch up with the current game time.

All of your game logic gets built into the Update method. It is here that you check for player input, move sprites, spawn enemies, track scores, and everything else except draw to the display.

Update receives a single parameter called gameTime , which can be used to determine how much time has elapsed since the previous call to Update or to determine if your game is skipping Draw calls by checking its IsRunningSlowly property.

The default Update method contains code to exit the game if the player presses the "Back" button on the first gamepad controller. The default Update code provides anyone with a gamepad a way to end the game, but what if you do not have a gamepad? Add the following to Update right before the call to base. Update gameTime ;. The first thing the Update routine does is check to see if the current square has expired by checking to see if timeRemaining has been reduced to zero.

If it has, a new square is generated using the Next method of the rand object. In this form, Next takes two parameters: an inclusive minimum value and a non-inclusive maximum value. In this case, the minimum is set to 0 , while the maximum is set to the size of the this.

ClientBounds property minus 25 pixels. This ensures that the square will always be fully within the game window. Next, the current position and button state of the mouse is captured into the "mouse" variable via Mouse. Both the Keyboard and the GamePad classes also use a GetState method that captures all of the data about that input device when the method is executed. If the mouse reports that the left button is pressed, the code checks with the currentSquare object by calling its Contains method to determine if the mouse's coordinates fall within its area.

If they do, then the player has "caught" the square and scores a point. The timeRemaining counter is set to 0, indicating that the next time Update is called it should create a new square. After dealing with the user input, the MathHelper. Max method is used to decrease timeRemaining by an amount equal to the elapsed game time since the last call to Update.

Max is used to ensure that the value does not go below zero. Finally, the book covers the considerations necessary for deploying your games to the Xbox platform. By the end of the book, you will have a solid foundation of game development concepts and techniques as well as working sample games to extend and innovate upon. You will have the knowledge necessary to create games that you can complete without an army of fellow game developers at your back. Unity in Action, Second Edition teaches you to write and deploy games with Unity.

As you …. Today, software engineers need to know not only how to program effectively but also how to …. Skip to main content.

Start your free trial. XNA 4. Dive headfirst into game creation with XNA Four different styles of games comprising a puzzler, a space shooter, a multi-axis shoot 'em up, and a jump-and-run platformer Games that gradually increase in complexity to cover a wide variety of game development techniques Focuses entirely on developing games with the free version of XNA Packed with many suggestions for expanding your finished game that will make you think critically, technically, and creatively Fresh writing filled with many fun examples that introduce you to game programming concepts and implementation with XNA 4.

A step-by-step tutorial to using Microsoft XNA by creating four different styles of video games. Table of contents Product information. Table of contents XNA 4. Building your first game Time for action - creating a new Windows game project What just happened?

Anatomy of an XNA game The declarations area Time for action - adding variables to the class declaration area What just happened? The Game1 class constructor The Initialize method Time for action - customizing the Initialize method What just happened? The Draw method Time for action - draw SquareChase!

What just happened? Time for action - play SquareChase! Have a go hero - Summary 2. Introducing the Content Pipeline Time for action - reading textures into memory What just happened?

Creating the game board Time for action - initialize the game board What just happened? Updating GamePieces Time for action - manipulating the game board What just happened? Filling in the gaps Time for action - filling in the gaps What just happened?

Generating new pieces Time for action - generating new pieces What just happened? Water filled pipes Time for action - water in the pipes What just happened? Propagating water Time for action - making the connection What just happened? Building the game Declarations Time for action - Game1 declarations What just happened? Initialization Time for action - updating the Initialize method What just happened?

The Draw method the title screen Time for action - drawing the screen the title screen What just happened? The Draw method the play screen Time for action - drawing the screen - the play screen What just happened? Keeping score Time for action - scores and scoring chains What just happened? Input handling Time for action - handling mouse input What just happened? Letting the player play! Time for action - letting the player play What just happened? Play the game Summary 3. Time for action - falling pieces What just happened?

Time for action - fading pieces What just happened? Managing animated pieces Time for action - updating GameBoard to support animated pieces What just happened? Fading pieces Time for action - generating fading pieces What just happened?

Falling pieces Time for action - generating falling pieces What just happened? Rotating pieces Time for action - modify Game1 to generate rotating pieces What just happened?

Drawing animated pieces Time for action - update Game1 to draw animated pieces What just happened?



0コメント

  • 1000 / 1000