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XNA 4.0 Game Development by Example Beginner's Guide(Visual Basic Edition)
Kurt Jaegers 著
更新時(shí)間:2021-08-20 15:51:19
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最新章節(jié):
Index
Thisbookisastep-by-steptutorialthatincludescompletesourcecodeforallofthegamescovered.Itadoptsanengagingstyletoteachallthegamedevelopmentconcepts.Eachblockofcodeisexplained,andgamedevelopmentconceptsarediagrammedandcoveredindetail.Eachgamebeginswithaconceptdescriptionandconcludeswithsuggestionsforexpandingonthefinishedgame.IfyouareanaspiringgamedeveloperwhowantstotakeashotatcreatinggamesfortheMicrosoftWindowsplatformwiththeXNAFramework,thenthisbookisforyou.Usingthisbook,youcangetstartedwithcreatinggameswithoutanygamedevelopmentexperience.AbasicknowledgeofVisualBasicwouldbeneededtokickstartyourgamedevelopment.
最新章節(jié)
- Index
- Summary
- Time for action – implementing game states
- Game structure
- Time for action – handling codes
- Processing other codes
品牌:中圖公司
上架時(shí)間:2021-08-20 15:28:36
出版社:Packt Publishing
本書數(shù)字版權(quán)由中圖公司提供,并由其授權(quán)上海閱文信息技術(shù)有限公司制作發(fā)行
- Index 更新時(shí)間:2021-08-20 15:51:19
- Summary
- Time for action – implementing game states
- Game structure
- Time for action – handling codes
- Processing other codes
- Time for action – supporting map transitions
- Level transitions
- Time for action – interacting with zombies
- Time for action – summoning the zombies
- Enemies
- Time for action – implementing score tracking
- Time for action – building the Gemstone class
- Time for action – building the LevelManager module
- Loading levels
- Time for action – repositioning the camera
- Time for action – overriding the Update() method – part 2
- Time for action – overriding the Update() method – part 1
- Time for action – creating the Player class
- The player
- Time for action – building the GameObject class – part 3
- Time for action – building the GameObject class – part 2
- Time for action – building the GameObject class – part 1
- Animated game objects
- Time for action – building the AnimationStrip class
- Animation strips
- Chapter 9. Gemstone Hunter—Standing on your Own Two Pixels
- Summary
- Time for action – handling the FormClosed event
- Time for action – implementing loading and saving
- Time for action – fixing the scrolling delay
- Time for action – completing the editor – part 1
- Time for action – the Game1 Update method
- Time for action – updating Game1
- Time for action – final controls
- Time for action – scroll bars
- Time for action – tile selection controls
- Time for action – creating the menu bar
- Time for action – adding event handlers
- Time for action – adding a form
- Time for action – creating the Level Editor project
- The map editor project
- Time for action – adding the tile map to the game project
- Time for action – the TileMap module – part 3
- Time for action – the TileMap module – part 2
- Time for action – the TileMap module – part 1
- Time for action – the Camera module
- Time for action – the MapSquare class
- A more advanced tile engine
- Time for action – creating projects
- Borrowing graphics
- Chapter 8. Gemstone Hunter - Put on your Platform Shoes
- Summary
- Time for action – updating the Game1 class
- Time for action – awarding points
- What just happened?
- Time for action – the GameManager module
- Game structure
- Time for action – destroying enemies
- Time for action – the enemy manager
- Time for action – enemy AI methods
- Time for action – building the Enemy class
- Enemy robots
- Time for action – the GoalManager module
- Time for action – building a computer terminal
- Player goals
- Time for action – updating the WeaponManager class
- Time for action – adjacent squares
- Time for action – finding the path
- Time for action – beginning the implementation of A*
- Time for action – the PathNode class
- Pathfinding
- Time for action – power-ups
- Time for action – shots colliding with tiles
- Time for action – new weapons
- Time for action – beginning the WeaponManager module
- Adding weaponry
- Time for action – spark effects
- Time for action – building explosions
- Time for action – the EffectsManager module
- Time for action – the Particle class
- Visual effects
- Chapter 7. Robot Rampage – Lots and Lots of Bullets
- Summary
- Time for action – accounting for walls
- Time for action – staying in bounds
- Time for action – handling input
- Time for action – building the Player module
- Adding the player
- Time for action – random wall placement
- Time for action – drawing the tile map
- Time for action – handling tiles
- Time for action – dealing with map squares
- Time for action – creating the TileMap module
- The game world – tile-based maps
- Time for action – viewing the Sprite and Camera classes in action
- Time for action – building a new Sprite class
- Time for action – creating the Camera class
- A world larger than the screen
- Time for action – creating the Robot Rampage project
- Modules modules everywhere
- Chapter 6. Robot Rampage – Multi-Axis Mayhem
- Summary
- Time for action – drawing the game structure
- Time for action – structuring the game
- The game structure
- Time for action – using the SoundManager class
- Time for action – building a sound effects manager
- Sound effects
- Time for action – using the CollisionManager class
- Time for action – player collisions
- Time for action – player shot collisions
- Time for action – creating the CollisionManager class
- The collision manager
- Time for action – updating and drawing explosions
- Time for action – creating explosions
- Time for action – the ExplosionManager class
- Time for action – updating and drawing particles
- Time for action – constructing the Particle class
- Explosion effects
- Chapter 5. Asteroid Belt Assault – Special Effects
- Summary
- Time for action – updating and drawing the EnemyManager
- Time for action – spawning enemies
- Time for action – setting up the EnemyManager class
- Time for action – creating the EnemyManager class
- Time for action – enemy update and draw
- Time for action – waypoint management
- Time for action – creating the Enemy class
- Enemy ships
- Time for action – updating and drawing the player's ship
- Time for action – handling user input
- Time for action – creating the PlayerManager class
- Adding the player
- Time for action – updating and drawing shots
- Time for action – firing shots
- Time for action – adding the ShotManager class
- Player and enemy shots
- Time for action – bouncing Asteroids – part 2
- Time for action – bouncing Asteroids – part 1
- Time for action – updating and drawing Asteroids
- Time for action – checking the asteroid's position
- Time for action – positioning the asteroids
- Time for action – building the AsteroidManager class
- Animated sprites – asteroids
- Time for action – viewing the StarField in action
- Time for action – updating and drawing the StarField
- Time for action – creating the StarField class
- A Sprite-based star field
- Time for action – drawing the Sprite
- Time for action – updating the Sprite
- Time for action – adding animation frames
- Time for action – supporting collision detection
- Time for action – animation and drawing properties
- Time for action – basic Sprite properties
- Time for action – Sprite constructor
- Time for action – declarations for the Sprite class
- Another definition for sprite
- Time for action – creating the Asteroid Belt Assault project
- Creating the project
- Chapter 4. Asteroid Belt Assault – Lost in Space
- Summary
- Time for action – adding difficulty levels
- Time for action – displaying the flood
- Time for action – tracking the flood
- The flood
- Time for action – game over
- Time for action – updating and displaying ScoreZooms
- Time for action – creating the ScoreZoom class
- Time for action – drawing the score
- Time for action – add SpriteFonts to Game1
- SpriteFonts
- Time for action – update Game1 to draw animated pieces
- Time for action – updating Game1 to update animated pieces
- Time for action – modify Game1 to generate rotating pieces
- Time for action – generating falling pieces
- Time for action – generating fading pieces
- Time for action – updating GameBoard to support animated pieces
- Time for action – fading pieces
- Time for action – falling pieces
- Time for action – rotating pieces
- Animated pieces
- Chapter 3. Flood Control – Smoothing Out the Rough Edges
- Summary
- Play the game
- Time for action – letting the player play
- Time for action – handling mouse input
- Time for action – scores and scoring chains
- Time for action – drawing the screen – the play screen
- Time for action – drawing the screen – the title screen
- Time for action – updating the Initialize() method
- Time for action – Game1 declarations
- Building the game
- Time for action – making the connection
- Time for action – water in the pipes
- Time for action – generating new pieces
- Time for action – filling in the gaps
- Time for action – manipulating the GameBoard
- Time for action – initializing the game board
- Time for action – creating the GameBoard.cs class
- The GameBoard class
- Time for action – GamePiece class methods – part 4 – GetSourceRect
- Time for action – GamePiece class methods – part 3 – connection methods
- Time for action – GamePiece class methods – part 2 – rotation
- Time for action – GamePiece class methods – part 1 – updating
- Time for action – building a GamePiece class – constructors
- Time for action – build a GamePiece class - declarations
- The GamePiece class
- Classes used in Flood Control
- Sprites and sprite sheets
- Time for action – reading textures into memory
- Introducing the Content Pipeline
- Time for action – setting up the Flood Control project
- Designing a puzzle game
- Chapter 2. Flood Control – Underwater Puzzling
- Summary
- Time for action – play SquareChase!
- Time for action – draw SquareChase!
- Time for action – coding Update() for SquareChase
- Time for action – creating the squareTexture
- Time for action – customizing the Initialize() method
- Time for action – adding variables to the class declaration area
- Time for action – creating a new Windows game project
- Building your first game
- Time for action – installing XNA Game Studio
- Installing XNA Game Studio
- System requirements
- Overview of the games
- Chapter 1. Introducing XNA Game Studio
- Customer support
- Reader feedback
- Time for action – heading
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- About the Author
- Credits
- XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
- coverpage
- coverpage
- 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
- Summary
- 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
- Summary
- 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
- 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
- Explosion 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
- Modules modules everywhere
- 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 module
- 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 module
- 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
- Visual effects
- Time for action – the Particle class
- Time for action – the EffectsManager module
- Time for action – building explosions
- Time for action – spark effects
- Adding weaponry
- Time for action – beginning the WeaponManager module
- Time for action – new weapons
- Time for action – shots colliding with tiles
- Time for action – power-ups
- Pathfinding
- 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 module
- 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 module
- What just happened?
- Time for action – awarding points
- Time for action – updating the Game1 class
- Summary
- Chapter 8. Gemstone Hunter - Put on your Platform Shoes
- Borrowing graphics
- Time for action – creating projects
- A more advanced tile engine
- Time for action – the MapSquare class
- Time for action – the Camera module
- Time for action – the TileMap module – part 1
- Time for action – the TileMap module – part 2
- Time for action – the TileMap module – 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
- Time for action – handling the FormClosed event
- Summary
- Chapter 9. Gemstone Hunter—Standing on your Own Two Pixels
- Animation strips
- Time for action – building the AnimationStrip 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 module
- Time for action – building the Gemstone class
- Time for action – implementing score tracking
- Enemies
- Time for action – summoning 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 更新時(shí)間:2021-08-20 15:51:19