Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress's Beginning dotNET Game Programming in VB.NET PDF

By Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress

ISBN-10: 1590593197

ISBN-13: 9781590593196

The authors use a truly pleasant voice, and cite a number of recognized video games as indicates of the basics they describe during the text.
— Jason Salas, Microsoft MVP, ASP.NET
This long-awaited name offers a transparent creation to video game programming for you, C# programmers! Microsoft insiders have written an easy-to-read consultant, so that you can commence programming video games speedy. This ebook even comprises an advent to controlled DirectX9, and different complicated .NET good points, like animation and sounds.
Code examples are literally whole video games, and contain .Nettrix , .Netterpillars, River Pla.NET, Magic KindergarteN., D-iNfEcT, Nettrix II (for the Pocket PC), and a model of the vintage video game, Spacewars.

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Second draft: Code the Block class. 3. Final version: Code the GameField class and the game engine. You start coding from the lowest level class, Square, in the next section. First Draft: Coding the Square Class Reviewing the game project, you find the basic structure of the class and create the public class interface. qxd 8/20/04 1:29 PM Page 32 Chapter 1 The class methods are shown in the next section. The Show and Hide Methods In the Show method all you need to do is to adapt the code for creating a path gradient rectangle you saw in the previous section.

Nettrix: GDI+ and Collision Detection • You don’t know which object set the bit, so you have to test all the objects looking for the collision. • Some “ghost objects” are created when crossing the bit set for the X zone by one object with the bit set for the Y zone by another object, as depicted by Figure 1-18. Figure 1-18. ” This method is most useful when you want to test a group of objects against other objects (for example, bullets against enemies on screen); if you need to test all the objects against each of the others, you’d better use zoning with arrays of bits, as described in the next section.

Figure 1-7. Bounding boxes for an archer and a monster In the game code, you must test if there’s any overlap between the boxes to test for collision, instead of testing every single pixel of the images. In Figure 1-7, for example, if the box surrounding the arrow touches the box surrounding the monster, it’s a hit. Using bounding boxes on the sample in Figure 1-7 will probably lead to good results, although as a rule it’s better to use smaller boxes for the player. qxd 8/20/04 1:29 PM Page 10 Chapter 1 won’t complain; but if the situation is reversed, the player will feel cheated by the game.

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Beginning dotNET Game Programming in VB.NET by Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress

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