更新时间:2021-08-20 15:51:19
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XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
Reader feedback
Customer support
Chapter 1. Introducing XNA Game Studio
Overview of the games
System requirements
Installing XNA Game Studio
Time for action – installing XNA Game Studio
Building your first game
Time for action – creating a new Windows game project
Time for action – adding variables to the class declaration area
Time for action – customizing the Initialize() method
Time for action – creating the squareTexture
Time for action – coding Update() for SquareChase
Time for action – draw SquareChase!
Time for action – play SquareChase!
Summary
Chapter 2. Flood Control – Underwater Puzzling
Designing a puzzle game
Time for action – setting up the Flood Control project
Introducing the Content Pipeline
Time for action – reading textures into memory
Sprites and sprite sheets
Classes used in Flood Control
The GamePiece class
Time for action – build a GamePiece class - declarations
Time for action – building a GamePiece class – constructors
Time for action – GamePiece class methods – part 1 – updating
Time for action – GamePiece class methods – part 2 – rotation
Time for action – GamePiece class methods – part 3 – connection methods
Time for action – GamePiece class methods – part 4 – GetSourceRect
The GameBoard class
Time for action – creating the GameBoard.cs class
Time for action – initializing the game board
Time for action – manipulating the GameBoard
Time for action – filling in the gaps
Time for action – generating new pieces
Time for action – water in the pipes
Time for action – making the connection
Building the game
Time for action – Game1 declarations
Time for action – updating the Initialize() method
Time for action – drawing the screen – the title screen
Time for action – drawing the screen – the play screen
Time for action – scores and scoring chains
Time for action – handling mouse input
Time for action – letting the player play
Play the game
Chapter 3. Flood Control – Smoothing Out the Rough Edges
Animated pieces
Time for action – rotating pieces
Time for action – falling pieces
Time for action – fading pieces
Time for action – updating GameBoard to support animated pieces
Time for action – generating fading pieces
Time for action – generating falling pieces
Time for action – modify Game1 to generate rotating pieces
Time for action – updating Game1 to update animated pieces
Time for action – update Game1 to draw animated pieces
SpriteFonts
Time for action – add SpriteFonts to Game1
Time for action – drawing the score
Time for action – creating the ScoreZoom class
Time for action – updating and displaying ScoreZooms
Time for action – game over
The flood
Time for action – tracking the flood
Time for action – displaying the flood
Time for action – adding difficulty levels
Chapter 4. Asteroid Belt Assault – Lost in Space
Creating the project
Time for action – creating the Asteroid Belt Assault project
Another definition for sprite
Time for action – declarations for the Sprite class
Time for action – Sprite constructor
Time for action – basic Sprite properties
Time for action – animation and drawing properties
Time for action – supporting collision detection
Time for action – adding animation frames
Time for action – updating the Sprite
Time for action – drawing the Sprite
A Sprite-based star field
Time for action – creating the StarField class
Time for action – updating and drawing the StarField
Time for action – viewing the StarField in action
Animated sprites – asteroids