Difference between revisions of "Game Programming Class2"

esse quam videri
Jump to: navigation, search
(SVN Checkout)
(SVN Checkout)
Line 18: Line 18:
  
 
https://iam.colum.edu:8443/svn/XNAProg4/trunk/XNA4Jeff/
 
https://iam.colum.edu:8443/svn/XNAProg4/trunk/XNA4Jeff/
 +
 +
tortoisesvn http://tortoisesvn.tigris.org/
 +
 +
ankhsvn http://ankhsvn.open.collab.net/
  
 
==in class==
 
==in class==

Revision as of 22:17, 31 January 2011

Fonts

free game fonts XNA Redistributable Font Pack

Fun with Fonts in XNA

note this font pack is now included in XNA 4

SVN Checkout

All of the examples for this class and the basic game library we wil be building is in our SVN repo this week we'll practice checking out a folder from the repo.

https://iam.colum.edu:8443/svn/XNAProg/trunk/Jeff

new Repo for XNA4

https://iam.colum.edu:8443/svn/XNAProg4/

https://iam.colum.edu:8443/svn/XNAProg4/trunk/XNA4Jeff/

tortoisesvn http://tortoisesvn.tigris.org/

ankhsvn http://ankhsvn.open.collab.net/

in class

Spritefont demo

IntroFonts/Game1.cs IntroFonts.zip

XNA Structures

Game Class

The XNA Game class has two private properties

  • GraphicsDeviceManager graphics;
  • ContentManager content;
//the game constuctor can be used to set some graphics settings.
graphics.PreferredBackBufferHeight = 768;
graphics.PreferredBackBufferWidth = 1024;
//graphics.PreferredBackBufferHeight = 1080;
//graphics.PreferredBackBufferWidth = 1920;
//graphics.IsFullScreen = true;


  1. Declare SpriteBatch spriteBatch;
  2. Initialize()
  3. LoadContent()
  4. UnloadContent()
  5. Update(GameTime gameTime)

GameTime

FrameRate and GameTime

Time and Timespan

Example of update using GameTime to calculate elapsed time

  • IntroSimpleSpriteUpdateWindows.zip
  • IntroSimpleSpriteWindows/Game1.cs

Understanding GameTime We'll revisit game time when we talk about performance profiling.

  1. Draw(GameTime gameTime)

Console And Trace

We will build a console class later and debug in game.

Texture2D and SpriteBatches

2D Graphics Overview

About textures and Batching

Displays, ViewPorts, Client Bounds


Alpha channels

Demo

SpriteBacth

demo project

  • IntroSimpleSpriteBatchOptionsWindows.zip

spriteBatch.Begin();

IntroSpriteModesDemo.png

  1. Options SpriteBlendMode
  2. Additive Enable additive blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx
  3. AlphaBlend Enable alpha blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-2.aspx
  4. None No blending specified.

Other Projects

IntroSimpleSpriteUpdateGravityWindows.zip IntroSimpleSpriteUpdateWindows.zip

Inclass Keyboard input demo

KeyboardState keyboardState = Keyboard.GetState();

Input

input from Game Controller and Keyboard

GamePad XBoxGamePadWithLabels.png

XNA has built in support for up to 4 game controllers. The default controller is a x-box controller. X-Box Controller The Controller is accessed through the GamePad Object and the GamePadState Structure reference types <csharp>

        //Get an instance of the gamePadState Structure
        GamePadState gamePad1State = GamePad.GetState(PlayerIndex.One); 
        

/*Since the Keyboard structure is Windows only we need to use some preprocessor directives to only compile the KeyBoard state code if the target is not XBOX360 (I should also add zune if this is one of our build targets)

  • /
        #if !XBOX360
           #region KeyBoard
           KeyboardState keyboardState = Keyboard.GetState();
        #endif
        

</csharp>

Angle Measured in Radians

using atan2 to get the angle from the direction vector

Vibration

<csharp>

       GamePad.SetVibration(PlayerIndex.One, 1.0f, 1.0f);  //left low freq motor right high freq motor
       

</csharp>

Homework

  • XNA Picture With Update
Update your picture to include some movement with the update method. Use the keyboard or mouse to interact with something on the screen
  • Read Chapter 2 in XNA 3.0
  • Read Chapter 4 in XNA 3.0 (yes we skipped 3 we'll come back)

Links