XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition. Create your own exciting games with Visual Basic and Microsoft XNA 4.0 - Helion

Tytuł oryginału: XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition. Create your own exciting games with Visual Basic and Microsoft XNA 4.0
ISBN: 9781849692410
stron: 424, Format: ebook
Data wydania: 2011-12-23
Księgarnia: Helion
Cena książki: 139,00 zł
XNA Game Studio enables hobbyists and independent game developers to easily create video games, and now gives that power to Visual Basic developers. XNA lets you bring your creations to life on Windows, the Xbox 360 and the Windows Phone platforms. The latest release of XNA has added support to Visual Basic and therefore, Visual Basic developers now have the power to give life to their creativity with XNA.This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. It presents four different games, including a puzzler, space shooter, multi-axis shoot 'em up, and a jump-and-run platformer. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity.This book details the creation of four games, all in different styles, from start to finish using Visual Basic and the Microsoft XNA framework. 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 360 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.
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Spis treści
XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition. Create your own exciting games with Visual Basic and Microsoft XNA 4.0 eBook -- spis treści
- XNA 4.0 Game Development by Example  Visual Basic Edition Beginners Guide- Table of Contents
- 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- Why Subscribe?
- Free Access for Packt account holders
 
 
- 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- What just happened?
- Pop quiz heading
- Have a go hero heading
 
- Reader feedback
- Customer support- Downloading the example code and colored images
- 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  setting 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- What just happened?
- Sprite sheet coordinates
 
- Time for action  GamePiece class methods  part 4  GetSourceRect- What just happened?
 
- The GameBoard class
- Time for action  creating the GameBoard.cs class- What just happened?
- Creating the game board
 
- Time for action  initializing the game board- What just happened?
- Updating GamePieces
 
- Time for action  manipulating the GameBoard- 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 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?
- 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
- 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
 
- Animated pieces
- 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
 
- Explosion effects
- 6. Robot Rampage  Multi-Axis Mayhem- Modules, modules, everywhere
- Time for action  creating the Robot Rampage project- What just happened?
 
- A world larger than the screen- Defining a camera
 
- Time for action  creating the Camera class- What just happened?
- World-aware sprites
 
- Time for action  building a new Sprite class- What just happened?
- Visualizing the view
 
- Time for action  viewing the Sprite and Camera classes in action- What just happened?
 
- The game world  tile-based maps- Tiles
- The tile map
 
- Time for action  creating the TileMap module- What just happened?
- Map squares
 
- Time for action  dealing with map squares- What just happened?
- Dealing with tiles
 
- Time for action  handling tiles- What just happened?
- Drawing the map
 
- Time for action  drawing the tile map- What just happened?
- Generating a random map
 
- Time for action  random wall placement- What just happened?
 
- Adding the player- Building the Player module
 
- Time for action  building the Player module- What just happened?
- Moving around the world
 
- Time for action  handling input- What just happened?
- Staying in bounds
 
- Time for action  staying in bounds- What just happened?
- Running into tiles
 
- Time for action  accounting for walls- What just happened?
 
- Summary
 
- 7. Robot Rampage  Lots and Lots of Bullets- Visual effects- Revisiting particles
 
- Time for action  the Particle class- What just happened?
- The EffectsManager class
 
- Time for action  the EffectsManager module- What just happened?
 
- Time for action  building explosions- What just happened?
 
- Time for action  spark effects- What just happened?
 
- Adding weaponry- The WeaponManager
 
- Time for action  beginning the WeaponManager module- What just happened?
- Weapon upgrades
 
- Time for action  new weapons- What just happened?
- Shot to map collisions
 
- Time for action  shots colliding with tiles- What just happened?
- Power-ups
 
- Time for action  power-ups- What just happened?
- We still have a problem...
 
- Pathfinding- The A* Pathfinding algorithm
- Implementing A*
 
- Time for action  the PathNode class- What just happened?
 
- Time for action  beginning the implementation of A*- What just happened?
 
- Time for action  finding the path- What just happened?
 
- Time for action  adjacent squares- What just happened?
- Safely placing power-ups
 
- Time for action  updating the WeaponManager class- What just happened?
 
- Player goals- Computer terminals
 
- Time for action  building a computer terminal- What just happened?
- Spawning computer terminals
 
- Time for action  the GoalManager module- What just happened?
 
- Enemy robots- Enemy basics
 
- Time for action  building the Enemy class- What just happened?
- Moving enemies
 
- Time for action  enemy AI methods- What just happened?
- The enemy manager
 
- Time for action  the enemy manager- What just happened?
- Updating the WeaponManager
 
- Time for action  destroying enemies- What just happened?
 
- Game structure
- Time for action  the GameManager module- What just happened?
- Keeping score
 
- Time for action  awarding points- What just happened?
- Updating Game1
 
- Time for action  updating the Game1 class- What just happened?
- Have a go hero
 
- Summary
 
- Visual effects
- 8. Gemstone Hunter - Put on your Platform Shoes- Borrowing graphics
- Time for action  creating projects- What just happened?
 
- A more advanced tile engine
- Time for action  the MapSquare class- What just happened?
- Rebuilding the camera
 
- Time for action  the Camera module- What just happened?
- Constructing the Tile Engine
 
- Time for action  the TileMap module  part 1- What just happened?
 
- Time for action  the TileMap module  part 2- What just happened?
- Drawing the Tile Map
 
- Time for action  the TileMap module  part 3- What just happened?
 
- Time for action  adding the tile map to the game project- What just happened?
 
- The map editor project- Creating the map editor project
 
- Time for action  creating the Level Editor project- What just happened?
- Adding a form
 
- Time for action  adding a form- What just happened?
 
- Time for action  adding event handlers- What just happened?
- Filling out our form
 
- Time for action  creating the menu bar- What just happened?
 
- Time for action  tile selection controls- What just happened?
 
- Time for action  scroll bars- What just happened?
 
- Time for action  final controls- What just happened?
- Updating the Game1 class
 
- Time for action  updating Game1- What just happened?
 
- Time for action  the Game1 Update method- What just happened?
- Connecting the form to the game
 
- Time for action  completing the editor  part 1- What just happened?
 
- Time for action  fixing the scrolling delay- What just happened?
- Loading and saving maps
 
- Time for action  implementing loading and saving- What just happened?
- Passability
- Map codes
- One last issue
 
- Time for action  handling the FormClosed event- What just happened?
- Have a go hero
 
- Summary
 
- 9. Gemstone HunterStanding on your Own Two Pixels- Animation strips
- Time for action  building the AnimationStrip class- What just happened?
 
- Animated game objects
- Time for action  building the GameObject class  part 1- What just happened?
- Drawing, animation, and movement
 
- Time for action  building the GameObject class  part 2- What just happened?
- Map-based collision detection
 
- Time for action  building the GameObject class  part 3- What just happened?
 
- The player
- Time for action  creating the Player class- What just happened?
- Running...
 
- Time for action  overriding the Update() method  part 1- What just happened?
- ...and jumping
 
- Time for action  overriding the Update() method  part 2- What just happened?
- Staying on the screen
 
- Time for action  repositioning the camera- What just happened?
 
- Loading levels- The LevelManager module
 
- Time for action  building the LevelManager module- What just happened?
- Gemstones
 
- Time for action  building the Gemstone class- What just happened?
- Scoring
 
- Time for action  implementing score tracking- What just happened?
 
- Enemies
- Time for action  summoning the zombies- What just happened?
- Player-enemy interaction
 
- Time for action  interacting with zombies- What just happened?
 
- Level transitions
- Time for action  supporting map transitions- What just happened?
 
- Processing other codes
- Time for action  handling codes- What just happened?
 
- Game structure
- Time for action  implementing game states- What just happened?
- Have a go hero
 
- Summary
 
- Index
 






