XBox is NET developer, your development experience is almost exactly the same, minus a few cool features. If you want to start with some functionality in your project, you can choose SpaceWar Windows Starter Kit. This class inherits from Microsoft. Game, which is essentially the Game Engine that hides some of the messy stuff involved in game development under the hood.
In fact, for most of the game development, the only two methods you need to override in this class are the Update method and the Draw Method. The Update method is called every time the game needs to update its game data. And the Draw method These two classes are the heart of the game design, and allow us to move shapes around the screen. In essence all game components including the ship, the enemy, the weapon, and even the background are all sprites. The EnemyExplosion class inherits from SpriteAnimation.
This class plays a frame of the animation after each new game screen update. The images in this game are of type Texture2D. If you want to make a 3D game, you would use Texture3D. Images can be conveniently loaded in an override of the LoadGraphicsContent method of the Game class provided for you in the template.
Also provided for you is a ContentManager object in which you can use to load your content. You may also want to create an object called a SpriteBatch, that allows you to later draw your sprites as a batch. The following call allows us to load our graphic file into our sprite:. Note, that in order to load your Content, the bitmaps in the content must be part of the project.
This is because, XNA converts all images and sounds to its own format. Textures are made into. Keyboard Input is handled inside the Update method. If we want to respond to the space bar being pressed, we simply get all the keys pressed since the last Update and see if one of them is a space bar.
Listing 1 shows the code inside update that checks for a space bar press:. GetPressedKeys ; if keys. Angle; Sound. In order to move a sprite on the screen, we need to update its position or angle.
Translation and rotation are handled inside the Update method. The results of the transformation are later shown using the overriden Draw method.
Looking at listing 1, we see that we are moving a photon torpedo. We set the initial photon torpedo to be at the coordinates of the Enterprise ship and angle the torpedo in the direction the ship is moving. Our homebrewed sprite class handles the translation of the missle through it's own Update method. The Update method of the Sprite class takes the delta change of position coordinates and the change in the angle and adds it to the sprite's current coordinates:.
The sprites are drawn inside the Draw method of the Game object. Drawing is batched through the SpriteBatch object. Listing 3 shows the code needed to draw each of our game objects. Note that we draw different sprites depending upon the state of objects in the game.
Clear Color. Connect and share knowledge within a single location that is structured and easy to search. New to XNA. Would love to hear your input in how to set up my clases for my Domino game. So far, I have a "BonesSprite" class which has fields like first value, second value, orientation, position etc. I have code on the LoadContent method which creates a List for each bone as shown in the code below. You can deal with 1 and 2 simply.
Make a Player and Bone class. Add to the Bone a field "owner" so that you can assign a Player to it. You did not write whether it is going to be turn-based "hot seats" or network game, nevertheless you'll get the correct bones to display just by checking their correcponding "owners" in a loop. These are basics of the object oriented programming, I suggest you to read more about these concepts before starting a game. It won't take much time but it will make your life easier. As others suggested you should also split your questions, 1 and 2 can go together, others not.
Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Below is an example of a board game I wrote that colors player tokens And move the active player to the top of the stack so that when multiple players occupy the same square:.
I want to be able to use the output map-data-file in the Flash Map Editor I made. The output file is as follows: 0. Draw method has an overload that allows you to specify Layer Specifically, the table There are two entries at the bottom of here The layer is a floating point number between 0 and 1.
Begin SpriteSortMode.
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