Building XNA 2.0 Games- P1: I would like to acknowledge John Sedlak, who saved this book from certain doom, as well asall of the great guys in the XNA community and Microsoft XNA team, who helped me with allof my stupid programming questions. (That is actually the term used—“stupid programmingquestion”—and it is a question that one should not have to ask if one has been approached towrite a book about the subject.)
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Building XNA 2.0 Games- P1Building XNA 2.0 GamesA Practical Guide for IndependentGame Development■■■James Silva and John SedlakBuilding XNA 2.0 Games: A Practical Guide for Independent Game DevelopmentCopyright © 2008 by James Silva and John SedlakAll 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 retrievalsystem, without the prior written permission of the copyright owner and the publisher.ISBN-13 (pbk): 978-1-4302-0979-9ISBN-13 (electronic): 978-1-4302-0980-5Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrenceof a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademarkowner, with no intention of infringement of the trademark.Lead Editor: Ewan BuckinghamTechnical Reviewer: Fabio Claudio FerracchiatiEditorial 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 WelshProject Manager: Beth ChristmasCopy Editor: Marilyn SmithAssociate Production Director: Kari Brooks-CoponyProduction Editor: Ellie FountainCompositors: Susan Glinert and Octal Publishing, Inc.Proofreader: Nancy SixsmithIndexer: Carol BurboArtist: Kinetic Publishing Services, LLCCover Designer: Kurt KramesManufacturing Director: Tom DebolskiDistributed 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 visithttp://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 SpecialBulk 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 precautionhas been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability toany person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectlyby the information contained in this work.The source code for this book is available to readers at http://www.apress.com This book is dedicated to my mom and dad,who were always supportive of my game development obsession. —James SilvaContents at a GlanceAbout the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiiiAbout the Technical Reviewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvAcknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xviiIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 . . . . . ...