Download Building XNA 2.0 Games: A Practical Guide for Independent by James Silva, John Sedlak PDF

By James Silva, John Sedlak

Like others the following, i realized this ebook does not relatively hide lots of XNA; there are far better books for that. a good way to get into critical Xbox programming you will want a great sized ebook assortment besides even though; only one publication will not make you right into a master.

What this booklet does do is stroll you thru a huge, easy-to-understand educational so that you could make your individual 2nd video game for Xbox (like a platform video game or struggling with game). It makes use of undeniable and infrequently humorous language that anybody can comprehend and it assumes you recognize not anything approximately XNA, C#, or visible Studio (but a bit approximately programming).

This e-book can also be really first-class for studying commonplace programming ideas resembling the right way to create an lively personality editor, map editor, AI procedure, and particle system.

I received a used reproduction on Amazon for roughly greenbacks and it was once greater than well worth the rate.

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Read Online or Download Building XNA 2.0 Games: A Practical Guide for Independent Game Development (Books for Professionals by Professionals) PDF

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Additional info for Building XNA 2.0 Games: A Practical Guide for Independent Game Development (Books for Professionals by Professionals)

Example text

Since we are designing a tool that can handle the generation of maps, it makes sense to model it after a jigsaw puzzle. Much like with a jigsaw puzzle, we’ll drag pieces from a bin area to the map area, fitting them in just where they need to be. In the mockup of the map editor, shown in Figure 3-7, you can see the map, minus the bounding boxes, as it should be rendered on the left side, and the map segment palette on the right side. The map is composed of map segments that are dragged and dropped, allowing us to give the map a more organic feel than if we used a 16-bit-era grid.

If we base all movements on gameTime, objects in the game will move at speeds independent from the frame rate. If we did not use gameTime while updating objects, we would end up with slowdowns reminiscent of old Nintendo days. Because we’re using time-based movement, we update the paddle location by decrementing its value by half the number of elapsed milliseconds multiplied by the left thumbstick’s Y value. With GamePadState, up on the left thumbstick is 1, down is -1, and resting is 0. This is the opposite of how screen coordinates work (0 is top; 600 is bottom), so we use the inverse in updating paddle position.

First, we decrement force[i] by gameTime. We calculate t to be a number between 0 and 1, and then set the GamePad vibration to t for both the left motor and the right motor. SetVibration(PlayerIndex playerIndex, float leftMotor, float rightMotor) An Xbox 360 gamepad has two motors, which are weighted differently. Off-brand gamepads may yield slightly different results. Finally, we’ll have ball collisions cause force feedback. 0f; This will cause force[i] to be at 100% for both motors at impact and reduce to zero over one-tenth of a second.

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