Cover image for XNA 4.0 Game Development by Example : Beginner's Guide.
XNA 4.0 Game Development by Example : Beginner's Guide.
Title:
XNA 4.0 Game Development by Example : Beginner's Guide.
Author:
Jaegers, Kurt.
ISBN:
9781849690676
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (544 pages)
Contents:
XNA 4.0 Game Development by Example Beginner's Guide -- Table of Contents -- XNA 4.0 Game Development by Example Beginner's Guide -- Credits -- About the Author -- About the Reviewers -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action - heading -- What just happened? -- Have a go hero - heading -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. Introducing XNA Game Studio -- Overview of the games -- System requirements -- Installing XNA Game Studio -- Time for action - installing XNA Game Studio -- What just happened? -- 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 LoadContent() method -- Time for action - creating the squareTexture -- What just happened? -- The Update() method -- Time for action - coding Update() for SquareChase -- What just happened? -- The Draw() method -- Time for action - draw SquareChase! -- What just happened? -- Time for action - play SquareChase! -- What just happened? -- Have a go hero -- Summary -- 2. Flood Control - Underwater Puzzling -- Designing a puzzle game -- Time for action - set up the Flood Control project -- What just happened? -- Introducing the Content Pipeline -- Time for action - reading textures into memory -- What just happened? -- Sprites and sprite sheets -- Classes used in Flood Control -- The GamePiece class -- Identifying a GamePiece -- Time for action - build a GamePiece class - declarations -- What just happened? -- Creating a GamePiece.

Time for action - building a GamePiece class: constructors -- What just happened? -- Updating a GamePiece -- Time for action - GamePiece class methods - part 1 - updating -- Rotating pieces -- Time for action - GamePiece class methods - part 2 - rotation -- What just happened? -- Pipe connectors -- Time for action - GamePiece class methods - part 3 - connection methods -- Sprite sheet coordinates -- Time for action - GamePiece class methods - part 4 - GetSourceRect -- What just happened? -- The GameBoard class -- Time for action - create the GameBoard.cs class -- 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. Flood Control - Smoothing Out the Rough Edges -- Animated pieces -- Classes for animated pieces -- Time for action - rotating pieces -- What just happened? -- 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 animatedpieces -- 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? -- Calling UpdateAnimatedPieces() -- Time for action - updating Game1 to update animated pieces -- What just happened? -- Drawing animated pieces -- Time for action - update Game1 to draw animated pieces -- What just happened? -- SpriteBatch overloads -- SpriteFonts -- Time for action - add SpriteFonts to Game1 -- What just happened? -- Score display -- Time for action - drawing the score -- What just happened? -- ScoreZooms -- Time for action - creating the ScoreZoom class -- What just happened? -- Time for action - updating and displaying ScoreZooms -- What just happened? -- Adding the GameOver game state -- Time for action - game over -- What just happened? -- The flood -- Time for action - tracking the flood -- What just happened? -- Displaying the flood -- Time for action - displaying the flood -- What just happened? -- Difficulty levels -- Time for action - adding difficulty levels -- What just happened? -- Have a go hero -- Summary -- 4. Asteroid Belt Assault - Lost in Space -- Creating the project -- Time for action - creating the Asteroid Belt Assault project -- What just happened? -- Another definition for "sprite" -- Building the Sprite class.

Time for action - declarations for the Sprite class -- What just happened? -- Time for action - Sprite constructor -- What just happened? -- Time for action - basic Sprite properties -- What just happened? -- Time for action - animation and drawing properties -- What just happened? -- Collision detection -- Time for action - supporting collision detection -- What just happened? -- Animation and movement -- Time for action - adding animation frames -- What just happened? -- Time for action - updating the Sprite -- What just happened? -- Time for action - drawing the Sprite -- What just happened? -- A sprite-based star field -- Time for action - creating the StarField class -- What just happened? -- Time for action - updating and drawing the StarField -- What just happened? -- Time for action - viewing the StarField in action -- What just happened? -- Animated sprites - asteroids -- Time for action - building the AsteroidManager class -- What just happened? -- Positioning the asteroids -- Time for action - positioning the asteroids -- What just happened? -- Time for action - checking the asteroid's position -- What just happened? -- Time for action - updating and drawing asteroids -- What just happened? -- Colliding asteroids -- Time for action - bouncing asteroids - part 1 -- What just happened? -- Time for action - bouncing asteroids - part 2 -- What just happened? -- Player and enemy shots -- Time for action - adding the ShotManager class -- What just happened? -- Time for action - firing shots -- What just happened? -- Time for action - updating and drawing shots -- What just happened? -- Adding the player -- Time for action - creating the PlayerManager class -- What just happened? -- Handling user input -- Time for action - handling user input -- What just happened? -- Time for action - updating and drawing the player's ship -- What just happened?.

Enemy ships -- Time for action - creating the Enemy class -- What just happened? -- Time for action - waypoint management -- What just happened? -- Time for action - enemy update and draw -- What just happened? -- The EnemyManager class -- Time for action - creating the EnemyManager class -- What just happened? -- Managing waypoints -- Time for action - setting up the EnemyManager class -- What just happened? -- Time for action - spawning enemies -- What just happened? -- Time for action - updating and drawing the EnemyManager -- What just happened? -- Summary -- 5. Asteroid Belt Assault - Special Effects -- Explosion effects -- Expanding on sprites - particles -- Time for action - constructing the Particle class -- What just happened? -- Time for action - updating and drawing particles -- What just happened? -- Particle explosions -- Time for action - the ExplosionManager class -- What just happened? -- Time for action - creating explosions -- What just happened? -- Time for action - updating and drawing explosions -- What just happened? -- The collision manager -- Time for action - creating the CollisionManager class -- What just happened? -- Handling collisions -- Time for action - player shot collisions -- What just happened? -- Time for action - player collisions -- What just happened? -- Time for action - using the CollisionManager class -- What just happened? -- Sound effects -- Generating and finding sound effects -- Sound in XNA -- Time for action - building a sound effects manager -- What just happened? -- Time for action - using the SoundManager class -- What just happened? -- The game structure -- Time for action - structuring the game -- What just happened? -- Time for action - drawing the game structure -- What just happened? -- Have a go hero -- Summary -- 6. Robot Rampage - Multi-Axis Mayhem -- Statics, statics, everywhere.

Time for action - creating the Robot Rampage project.
Abstract:
Create your own exciting games with Microsoft XNA 4.0.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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