XNA 4.0 Game Development by Example: Beginner's Guide
Kurt Jaegers更新时间:2021-04-13 16:52:54
最新章节:Index封面
版权页
Credits
About the Author
About the Reviewers
Preface
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
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
Time for action – set 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 – create the GameBoard.cs class
Time for action – initialize the game board
Time for action – manipulating the game board
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
Summary
Chapter 3. Flood Control – Smoothing Out the Rough Edges
Time for action – rotating pieces
Time for action – falling pieces
Time for action – fading pieces
Time for action – updating GameBoard to support animatedpieces
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
Summary
Chapter 4. Asteroid Belt Assault – Lost in Space
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
Time for action – building the AsteroidManager class
Time for action – positioning the asteroids
Time for action – checking the asteroid's position
Time for action – updating and drawing asteroids
Time for action – bouncing asteroids – part 1
Time for action – bouncing asteroids – part 2
Player and enemy shots
Time for action – adding the ShotManager class
Time for action – firing shots
Time for action – updating and drawing shots
Adding the player
Time for action – creating the PlayerManager class
Time for action – handling user input
Time for action – updating and drawing the player's ship
Enemy ships
Time for action – creating the Enemy class
Time for action – waypoint management
Time for action – enemy update and draw
Time for action – creating the EnemyManager class
Time for action – setting up the EnemyManager class
Time for action – spawning enemies
Time for action – updating and drawing the EnemyManager
Summary
Chapter 5. Asteroid Belt Assault – Special Effects
Time for action – constructing the Particle class
Time for action – updating and drawing particles
Time for action – the ExplosionManager class
Time for action – creating explosions
Time for action – updating and drawing explosions
The collision manager
Time for action – creating the CollisionManager class
Time for action – player shot collisions
Time for action – player collisions
Time for action – using the CollisionManager class
Sound effects
Time for action – building a sound effects manager
Time for action – using the SoundManager class
The game structure
Time for action – structuring the game
Time for action – drawing the game structure
Summary
Chapter 6. Robot Rampage – Multi-Axis Mayhem
Time for action – creating the Robot Rampage project
A world larger than the screen
Time for action – creating the Camera class
Time for action – building a new Sprite class
Time for action – viewing the Sprite and Camera classes in action
The game world – tile-based maps
Time for action – creating the TileMap class
Time for action – dealing with map squares
Time for action – handling tiles
Time for action – drawing the tile map
Time for action – random wall placement
Adding the player
Time for action – building the Player class
Time for action – handling input
Time for action – staying in bounds
Time for action – accounting for walls
Summary
Chapter 7. Robot Rampage – Lots and Lots of Bullets
Time for action – the Particle class
Time for action – the EffectsManager class
Time for action – building explosions
Time for action – spark effects
Adding weaponry
Time for action – beginning the WeaponManager class
Time for action – new weapons
Time for action – shots colliding with tiles
Time for action – power-ups
Path finding
Time for action – the PathNode class
Time for action – beginning the implementation of A*
Time for action – finding the path
Time for action – adjacent squares
Time for action – updating the WeaponManager class
Player goals
Time for action – building a computer terminal
Time for action – the GoalManager class
Enemy robots
Time for action – building the Enemy class
Time for action – enemy AI methods
Time for action – the enemy manager
Time for action – destroying enemies
Game structure
Time for action – the GameManager class
Time for action – awarding points
Time for action – updating the Game1 class
Summary
Chapter 8. Gemstone Hunter – Put on Your Platform Shoes
Time for action – creating projects
A more advanced tile engine
Time for action – the MapSquare class
Time for action – the Camera class
Time for action – the TileMap class – part 1
Time for action – the TileMap class – part 2
Time for action – the TileMap class – part 3
Time for action – adding the tile map to the game project
The map editor project
Time for action – creating the level editor project
Time for action – adding a form
Time for action – adding event handlers
Time for action – creating the menu bar
Time for action – tile selection controls
Time for action – scroll bars
Time for action – final controls
Time for action – updating Game1
Time for action – the Game1 Update method
Time for action – completing the editor – part 1
Time for action – fixing the scrolling delay
Time for action – implementing loading and saving
One last issue
Time for action – handling the FormClosed event
Summary
Chapter 9. Gemstone Hunter – Standing on Your Own Two Pixels
Time for action – building the Animation class
Animated game objects
Time for action – building the GameObject class – Part 1
Time for action – building the GameObject class – part 2
Time for action – building the GameObject class – part 3
The Player
Time for action – creating the Player class
Time for action – overriding the Update() method – part 1
Time for action – overriding the Update() method – part 2
Time for action – repositioning the camera
Loading levels
Time for action – building the LevelManager class
Gemstones
Time for action – building the Gemstone class
Time for action – implementing score tracking
Enemies
Time for action – summoning up the zombies
Time for action – interacting with zombies
Level transitions
Time for action – supporting map transitions
Processing other codes
Time for action – handling codes
Game structure
Time for action – implementing game states
Summary
Index
更新时间:2021-04-13 16:52:54