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Tiêu đề Building XNA 2.0 Games: A Practical Guide for Independent Game Development
Tác giả James Silva, John Sedlak
Trường học Unknown
Chuyên ngành Game Development
Thể loại Practical guide
Năm xuất bản 2008
Thành phố United States
Định dạng
Số trang 7
Dung lượng 157,8 KB

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Building XNA 2.0 GamesA Practical Guide for Independent Game Development ■ ■ ■ James Silva and John Sedlak... Building XNA 2.0 Games: A Practical Guide for Independent Game DevelopmentCo

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Building XNA 2.0 Games

A Practical Guide for Independent Game Development

■ ■ ■

James Silva and John Sedlak

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Building XNA 2.0 Games: A Practical Guide for Independent Game Development

Copyright © 2008 by James Silva and John Sedlak

All rights reserved No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13 (pbk): 978-1-4302-0979-9

ISBN-13 (electronic): 978-1-4302-0980-5

Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1

Trademarked names may appear in this book Rather than use a trademark symbol with every occurrence

of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

Lead Editor: Ewan Buckingham

Technical Reviewer: Fabio Claudio Ferracchiati

Editorial Board: Clay Andres, Steve Anglin, Ewan Buckingham, Tony Campbell, Gary Cornell, Jonathan Gennick, Kevin Goff, Matthew Moodie, Joseph Ottinger, Jeffrey Pepper, Frank Pohlmann, Ben Renow-Clarke, Dominic Shakeshaft, Matt Wade, Tom Welsh

Project Manager: Beth Christmas

Copy Editor: Marilyn Smith

Associate Production Director: Kari Brooks-Copony

Production Editor: Ellie Fountain

Compositors: Susan Glinert and Octal Publishing, Inc.

Proofreader: Nancy Sixsmith

Indexer: Carol Burbo

Artist: Kinetic Publishing Services, LLC

Cover Designer: Kurt Krames

Manufacturing Director: Tom Debolski

Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY 10013 Phone 1-800-SPRINGER, fax 201-348-4505, e-mail orders-ny@springer-sbm.com,

or visit http://www.springeronline.com

For information on translations, please contact Apress directly at 2855 Telegraph Avenue, Suite 600, Berkeley, CA 94705 Phone 510-549-5930, fax 510-549-5939, e-mail info@apress.com, or visit

http://www.apress.com

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use eBook versions and licenses are also available for most titles For more information, reference our Special Bulk Sales–eBook Licensing web page at http://www.apress.com/info/bulksales.

The information in this book is distributed on an “as is” basis, without warranty Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly

by the information contained in this work

The source code for this book is available to readers at http://www.apress.com

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This book is dedicated to my mom and dad,

who were always supportive of my game development obsession.

—James Silva

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Contents at a Glance

About the Authors xiii

About the Technical Reviewer xv

Acknowledgments xvii

Introduction xix

CHAPTER 1 A NET Snapshot 1

CHAPTER 2 A Crash Course in XNA 19

CHAPTER 3 Planning Your Game 41

CHAPTER 4 The Map Editor 51

CHAPTER 5 The Character Editor 93

CHAPTER 6 Bringing It to the Game 127

CHAPTER 7 Particle Mayhem 171

CHAPTER 8 XACT Audio, Rumble, and More 221

CHAPTER 9 Scripting, AI, and Depth (and Death) 249

CHAPTER 10 Menus, a HUD, and Deployment 291

CHAPTER 11 Postprocessing Effects 333

CHAPTER 12 Networking 361

APPENDIX A Designing the Wraith 399

APPENDIX B Storage 413

INDEX 421

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■I N D E X

creating AI class for, 402

creating characters for the game, 399–411

designing with, 399–411

getting previous state and location of,

408–410

graphics, 400

initialization script for, 401

wraith characters

definition script, sounds added to, 402

process of creating, 399–400

wrench triggers

adding new to appropriate frames of

animation, 210

defining, 209–210

in character editor, 210

putting to use for smashing zombies,

209–216

Write() function

creating in character editor, 122–124

making in Map class, 88

using device and container to get a path,

415

WriteToNet() function, 385–386

X

XACT See also Cross-Platform Audio

Creation Tool (XACT)

setting up game audio in, 229–231

XACT Audio, Rumble, and More, 221–248

XACT Auditioning Utility, for auditioning

sound files, 231–232

XACT project

creating new, 229

creating new wave bank file in, 229–231

Xbox 360

deploying ZombieSmashers game on, 328

deployment, 291

storage container object, 413

Xbox 360 project

creating, 328

debugging, 331

XNA, a crash course in, 19–39 XNA Framework, eliminating classic networking hassles with, 361 XNA Framework Remote Performance Monitor for Xbox 360, 331 XNA Game Studio, connecting the Xbox 360

to, 329–330 XNA Game Studio 2.0 installing, 19 networking with, 361–362 working with pixel shaders in, 333 XNA Game Studio Connect

downloading and launching, 329–330 XNAPong

adding a background image, 33–35 adding rumble to, 35–36

adding the game logic, 27–32 ball logic for, 31–32

building, 20–39 class-level (Game1.cs) variables, 28 coding audio for, 38–39

creating file for graphics in, 24 loading textures, 23

paddles and gamepad logic, 28–31 task list for game logic, 27

Y

you-are-dead screen, for ZombieSmashers game, 325

Z

zap cue object, playing from XNAPong, 38 zdx filename extension, 59

zombie attack, adding animation for, 251 zombie bloodsplosions, adding triggers for, 250–251

Zombie class, extending AI base class with, 265

zombie head splatter, 267 zombie hit trigger, adding in CharacterEditor, 250–251

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442 ■I N D E X

Zombie Smashers XNA game, keeping

separate functions organized, 136

ZombieSmashersXna project See also

ZombieSmashers game adding CharacterEditor to, 93–94

building the game, 127–153

cleaning up odds and ends, 168–169

combat concept art, 46

creating, 51–53

hero concept art, 46

maps concept art, 47

naming, 49

rough game plan for, 49–50

super simple scripting, 153–167

tool planning for, 47–48

zombie.zmx file, adding to ZombieSmashers

game, 199–204 zombies

adding animations to, 250–251

adding to ZombieSmashers game,

199–204 bringing into ZombieSmashers game,

202–204

in CharacterEditor, 199–201

making killable, 249–267

putting wrench to use for smashing,

209–216 shooting, 204

smashing, 204–216

ZombieSmashers game

adding a background image to, 150–153

adding the HUD and menu to, 320–321

bringing it all together, 285–289

bringing triggers into, 191–196

bringing zombies into, 202–204

class-level objects, 147

creating, 128

drawing one character for, 149

fields used in, 147–148 implementing the action in, 210–216 in-game scoring, 327

initializing, 148 loading game content, 148 making enemies killable, 249–267 manually changing namespaces in, 128 parting word from author, 397–398 plugging everything into, 394–395 reorganizing the code, 322–326 setting character’s facing, scale, state and starting animation in, 135–136 setting things in motion, 147–149 super simple scripting, 153–167 updating, 320–326

updating frameTime calculating and sound, 324–325

updating scroll and handling input, 148–149

ZombieSmashers project adding MapEditor project to, 52–53 creating, 51–53

ZombieSmashersXna project adding audio to, 229–239 adding music to, 236–239 bringing audio functionality into, 233 sounds used for, 222–223

ZombieSmashersXNA.Particles namespace creating BloodDust class in, 255–256 Zombie-Smashing game

choosing 2D or 3D for, 45 concept image for protagonist, 46 initial design, 46–47

maps, 47 planning, 45–50 tool planning for, 47–48

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