Learning XNA 4.0

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web devel...

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Detalles Bibliográficos
Autor principal: Reed, Aaron (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Beijing ; Sebastopol, California : O'Reilly 2010.
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627977106719
Tabla de Contenidos:
  • Table of Contents; Preface; Who This Book Is For; How This Book Is Organized; Support; Conventions Used in This Book; Using Code Examples; We'd Like to Hear from You; Safari® Books Online; Acknowledgments; Chapter 1. What's New in XNA 4.0?; Revised Project Folder Structure; Develop Games for Windows Phone 7 Series; Graphics Profiles; Configurable Effects; Built-in State Objects; Scalars and Orientation; Revised Input API; Additional Audio API; Music and Picture Enumeration and Video Playback; Modified and Added Classes and Methods; Test Your Knowledge: Quiz; Chapter 2. Getting Started
  • System RequirementsAdditional Resources; Installation; Creating Your First XNA Application; What You Just Did; Summary; Test Your Knowledge: Quiz; Chapter 3. Fun with Sprites; A Look Behind the Scenes; Game Development Versus Polling; Modifying Your Game; Adding a Sprite to Your Project; Loading and Drawing Your Sprite; Transparency and Other Options; Layer Depth; Let's Move; Animation; Adjusting the Framerate; Adjusting the Animation Speed; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 4. User Input and Collision Detection; More Sprites
  • Keyboard InputMouse Input; Gamepad Input; Keeping the Sprite in the Game Window; Collision Detection; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 5. Applying Some Object-Oriented Design; Designing Your Classes; Creating a Sprite Class; Creating a User-Controlled Sprite Class; Creating an Automated Sprite Class; Game Components; Coding the SpriteManager; Cleaning Up; Making Them Move; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 6. Sound Effects and Audio; Using XACT
  • Implementing XACT Audio Files in CodeUsing the Simplified API for Sound and Audio; Adding More Sound to Your Game; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 7. Basic Artificial Intelligence; The Turing Test; Creating Sprites at Random Intervals; Randomly Spawning Sprites; Irrelevant Objects; Creating a Chasing Sprite; Creating an Evading Sprite; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 8. Putting It All Together; Drawing 2D Text; Randomly Generating Different Sprite Types
  • Adding Some Variety to Your SpritesAdding a Background Image; Game Scoring; Game States; Enabling/Disabling GameComponents; Game-Over Logic and the Game-Over Screen; Fine-Tuning Gameplay; Creating Power-Ups; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 9. 3D Game Development; Coordinate Systems; Cameras; Creating a 3D Camera; Drawing Primitives; Matrix Multiplication; Movement and Rotation; Backface Culling; More on Rotations; Even More Rotations; Primitive Types; Applying Textures; What You Just Did; Summary; Test Your Knowledge: Quiz
  • Test Your Knowledge: Exercise