Building XNA 2.0 Games- P16 docx

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Building XNA 2.0 Games- P16 docx

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440 ■INDEX for adding coordinates to script line, 273–274 incrementing heartFrame with, 293 modifying character-collision routine, 257 setting character keys in, 260 turning button presses into values for pressedKey, 165–166 updating location by trajectory in, 218 UpdateGame() method, moving code into, 322–323 UpdateKeys(), calling from Game1.Update(), 114 ■V v parameter, using to compare a pixel to its neighbor, 339–340 value type variables, 4 variable types converting from one to another, 5 data loss when converting from one to another, 5 variables assigning values to, 4 storage of, 4 using, 4–5 value type, 4 Vector2, using for scroll, 74 Visual C# 2005 Express Edition, installing, 19 Visual Studio, saving sprites.dds to XNAPong project in, 24 Visual Studio 2005, creating new console application in, 10–12 ■W wait ticks case, 272 wait command, settings for, 280 water effect adding to ZombieSmashers game, 346–353 drawing foreground twice, 349 implementing in the game, 348 plan for adding to game, 346 render loop to use feedback, 350 setting the water level, 350–352 shader for, 347–348 wave bank, 229 creating new file for XACT project, 229–231 wave banks, creating new, 37 waves, 229 weapon creation, for The Dishwasher, 43 weapons texture, checking to see if part is using, 102 weaponsTex[], using to store textures, 104–105 web site addresses Apress Source Code/Download section, 11, 23, 222 Audacity, 223 Creators Club Premium Membership, 328 FlashKit, 222 Freesound Project, 222 .NET Reflector, 2 Paint.Net, 24 Sounddogs, 222 Visual C# 2005 Express Edition, 19 XNA Game Studio 2.0, 19 while loop processing incoming messages with, 380 using instead of for loop, 14 vs. do while loop, 14 Windows Build Path and Xbox 360 Build Path setting for sound banks, 38 setting for wave banks, 38 Windows Game library, creating, 94–96 wraith adding and loading graphics to ZombieSmashers game, 410 adding new triggers to, 401 AI, 402–403 animation, 400–402 assembling animation frames, 400–402 441 ■INDEX 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, 250–251 442 ■INDEX 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 . game, 199 20 4 bringing into ZombieSmashers game, 20 2 20 4 in CharacterEditor, 199 20 1 making killable, 24 9 26 7 putting wrench to use for smashing, 20 9 21 6 shooting, 20 4 smashing, 20 4 21 6 ZombieSmashers. in, 22 9 23 1 XACT Audio, Rumble, and More, 22 1 24 8 XACT Auditioning Utility, for auditioning sound files, 23 1 23 2 XACT project creating new, 22 9 creating new wave bank file in, 22 9 23 1 Xbox 3 60 deploying. 22 2 Freesound Project, 22 2 .NET Reflector, 2 Paint.Net, 24 Sounddogs, 22 2 Visual C# 20 05 Express Edition, 19 XNA Game Studio 2. 0, 19 while loop processing incoming messages with, 3 80 using instead of

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