XNA 4.0 Game Development by Example - Visual Basic Edition - Kurt Jaegers - E-Book

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Beschreibung

XNA Game Studio enables hobbyists and independent game developers to easily create video games, and now gives that power to Visual Basic developers. XNA lets you bring your creations to life on Windows, the Xbox 360 and the Windows Phone platforms. The latest release of XNA has added support to Visual Basic and therefore, Visual Basic developers now have the power to give life to their creativity with XNA.This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. It presents four different games, including a puzzler, space shooter, multi-axis shoot 'em up, and a jump-and-run platformer. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity.This book details the creation of four games, all in different styles, from start to finish using Visual Basic and the Microsoft XNA framework. Beginning with the basics of drawing images to the screen, the book then incrementally introduces sprite animation, particles, sound effects, tile-based maps, and path finding. It then explores combining XNA with Windows Forms to build an interactive map editor, and builds a platform-style game using the editor-generated maps. Finally, the book covers the considerations necessary for deploying your games to the Xbox 360 platform.By the end of the book, you will have a solid foundation of game development concepts and techniques as well as working sample games to extend and innovate upon. You will have the knowledge necessary to create games that you can complete without an army of fellow game developers at your back.

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Veröffentlichungsjahr: 2011

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Table of Contents

XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code and colored images
Errata
Piracy
Questions
1. Introducing XNA Game Studio
Overview of the games
System requirements
Installing XNA Game Studio
Time for action – installing XNA Game Studio
What just happened?
Building your first game
Time for action – creating a new Windows game project
What just happened?
Anatomy of an XNA game
The declarations area
Time for action – adding variables to the class declaration area
What just happened?
The Game1 class constructor
The Initialize() method
Time for action – customizing the Initialize() method
What just happened?
The LoadContent() method
Time for action – creating the squareTexture
What just happened?
The Update() method
Time for action – coding Update() for SquareChase
What just happened?
The Draw() method
Time for action – draw SquareChase!
What just happened?
Time for action – play SquareChase!
What just happened?
Have a go hero
Summary
2. Flood Control – Underwater Puzzling
Designing a puzzle game
Time for action – setting up the Flood Control project
What just happened?
Introducing the Content Pipeline
Time for action – reading textures into memory
What just happened?
Sprites and sprite sheets
Classes used in Flood Control
The GamePiece class
Identifying a GamePiece
Time for action – build a GamePiece class - declarations
What just happened?
Creating a GamePiece
Time for action – building a GamePiece class – constructors
What just happened?
Updating a GamePiece
Time for action – GamePiece class methods – part 1 – updating
Rotating pieces
Time for action – GamePiece class methods – part 2 – rotation
What just happened?
Pipe connectors
Time for action – GamePiece class methods – part 3 – connection methods
What just happened?
Sprite sheet coordinates
Time for action – GamePiece class methods – part 4 – GetSourceRect
What just happened?
The GameBoard class
Time for action – creating the GameBoard.cs class
What just happened?
Creating the game board
Time for action – initializing the game board
What just happened?
Updating GamePieces
Time for action – manipulating the GameBoard
What just happened?
Filling in the gaps
Time for action – filling in the gaps
What just happened?
Generating new pieces
Time for action – generating new pieces
What just happened?
Water-filled pipes
Time for action – water in the pipes
What just happened?
Propagating water
Time for action – making the connection
What just happened?
Building the game
Declarations
Time for action – Game1 declarations
What just happened?
Initialization
Time for action – updating the Initialize() method
What just happened?
The Draw() method – the title screen
Time for action – drawing the screen – the title screen
What just happened?
The Draw() method – the play screen
Time for action – drawing the screen – the play screen
What just happened?
Keeping score
Time for action – scores and scoring chains
What just happened?
Input handling
Time for action – handling mouse input
What just happened?
Letting the player play!
Time for action – letting the player play
What just happened?
Play the game
Summary
3. Flood Control – Smoothing Out the Rough Edges
Animated pieces
Classes for animated pieces
Time for action – rotating pieces
What just happened?
Time for action – falling pieces
What just happened?
Time for action – fading pieces
What just happened?
Managing animated pieces
Time for action – updating GameBoard to support animated pieces
What just happened?
Fading pieces
Time for action – generating fading pieces
What just happened?
Falling pieces
Time for action – generating falling pieces
What just happened?
Rotating pieces
Time for action – modify Game1 to generate rotating pieces
What just happened?
Calling UpdateAnimatedPieces()
Time for action – updating Game1 to update animated pieces
What just happened?
Drawing animated pieces
Time for action – update Game1 to draw animated pieces
What just happened?
SpriteBatch overloads
SpriteFonts
Time for action – add SpriteFonts to Game1
What just happened?
Score display
Time for action – drawing the score
What just happened?
ScoreZooms
Time for action – creating the ScoreZoom class
Time for action – updating and displaying ScoreZooms
What just happened?
Adding the GameOver game state
Time for action – game over
What just happened?
The flood
Time for action – tracking the flood
What just happened?
Displaying the flood
Time for action – displaying the flood
What just happened?
Difficulty levels
Time for action – adding difficulty levels
What just happened?
Have a go hero
Summary
4. Asteroid Belt Assault – Lost in Space
Creating the project
Time for action – creating the Asteroid Belt Assault project
What just happened?
Another definition for sprite
Building the Sprite class
Time for action – declarations for the Sprite class
What just happened?
Time for action – Sprite constructor
What just happened?
Time for action – basic Sprite properties
What just happened?
Time for action – animation and drawing properties
What just happened?
Collision detection
Time for action – supporting collision detection
What just happened?
Animation and movement
Time for action – adding animation frames
What just happened?
Time for action – updating the Sprite
What just happened?
Time for action – drawing the Sprite
What just happened?
A Sprite-based star field
Time for action – creating the StarField class
What just happened?
Time for action – updating and drawing the StarField
What just happened?
Time for action – viewing the StarField in action
What just happened?
Animated sprites – asteroids
Time for action – building the AsteroidManager class
What just happened?
Positioning the asteroids
Time for action – positioning the asteroids
What just happened?
Time for action – checking the asteroid's position
What just happened?
Time for action – updating and drawing Asteroids
What just happened?
Colliding Asteroids
Time for action – bouncing Asteroids – part 1
What just happened?
Time for action – bouncing Asteroids – part 2
What just happened?
Player and enemy shots
Time for action – adding the ShotManager class
What just happened?
Time for action – firing shots
What just happened?
Time for action – updating and drawing shots
What just happened?
Adding the player
Time for action – creating the PlayerManager class
What just happened?
Handling user input
Time for action – handling user input
What just happened?
Time for action – updating and drawing the player's ship
What just happened?
Enemy ships
Time for action – creating the Enemy class
What just happened?
Time for action – waypoint management
What just happened?
Time for action – enemy update and draw
What just happened?
The EnemyManager class
Time for action – creating the EnemyManager class
What just happened?
Managing waypoints
Time for action – setting up the EnemyManager class
What just happened?
Time for action – spawning enemies
What just happened?
Time for action – updating and drawing the EnemyManager
What just happened?
Summary
5. Asteroid Belt Assault – Special Effects
Explosion effects
Expanding on sprites – particles
Time for action – constructing the Particle class
What just happened?
Time for action – updating and drawing particles
What just happened?
Particle explosions
Time for action – the ExplosionManager class
What just happened?
Time for action – creating explosions
What just happened?
Time for action – updating and drawing explosions
What just happened?
The collision manager
Time for action – creating the CollisionManager class
What just happened?
Handling collisions
Time for action – player shot collisions
What just happened?
Time for action – player collisions
What just happened?
Time for action – using the CollisionManager class
What just happened?
Sound effects
Generating and finding sound effects
Sound in XNA
Time for action – building a sound effects manager
What just happened?
Time for action – using the SoundManager class
What just happened?
The game structure
Time for action – structuring the game
What just happened?
Time for action – drawing the game structure
What just happened?
Have a go hero
Summary
6. Robot Rampage – Multi-Axis Mayhem
Modules, modules, everywhere
Time for action – creating the Robot Rampage project
What just happened?
A world larger than the screen
Defining a camera
Time for action – creating the Camera class
What just happened?
World-aware sprites
Time for action – building a new Sprite class
What just happened?
Visualizing the view
Time for action – viewing the Sprite and Camera classes in action
What just happened?
The game world – tile-based maps
Tiles
The tile map
Time for action – creating the TileMap module
What just happened?
Map squares
Time for action – dealing with map squares
What just happened?
Dealing with tiles
Time for action – handling tiles
What just happened?
Drawing the map
Time for action – drawing the tile map
What just happened?
Generating a random map
Time for action – random wall placement
What just happened?
Adding the player
Building the Player module
Time for action – building the Player module
What just happened?
Moving around the world
Time for action – handling input
What just happened?
Staying in bounds
Time for action – staying in bounds
What just happened?
Running into tiles
Time for action – accounting for walls
What just happened?
Summary
7. Robot Rampage – Lots and Lots of Bullets
Visual effects
Revisiting particles
Time for action – the Particle class
What just happened?
The EffectsManager class
Time for action – the EffectsManager module
What just happened?
Time for action – building explosions
What just happened?
Time for action – spark effects
What just happened?
Adding weaponry
The WeaponManager
Time for action – beginning the WeaponManager module
What just happened?
Weapon upgrades
Time for action – new weapons
What just happened?
Shot to map collisions
Time for action – shots colliding with tiles
What just happened?
Power-ups
Time for action – power-ups
What just happened?
We still have a problem...
Pathfinding
The A* Pathfinding algorithm
Implementing A*
Time for action – the PathNode class
What just happened?
Time for action – beginning the implementation of A*
What just happened?
Time for action – finding the path
What just happened?
Time for action – adjacent squares
What just happened?
Safely placing power-ups
Time for action – updating the WeaponManager class
What just happened?
Player goals
Computer terminals
Time for action – building a computer terminal
What just happened?
Spawning computer terminals
Time for action – the GoalManager module
What just happened?
Enemy robots
Enemy basics
Time for action – building the Enemy class
What just happened?
Moving enemies
Time for action – enemy AI methods
What just happened?
The enemy manager
Time for action – the enemy manager
What just happened?
Updating the WeaponManager
Time for action – destroying enemies
What just happened?
Game structure
Time for action – the GameManager module
What just happened?

Keeping score
Time for action – awarding points
What just happened?
Updating Game1
Time for action – updating the Game1 class
What just happened?
Have a go hero
Summary
8. Gemstone Hunter - Put on your Platform Shoes
Borrowing graphics
Time for action – creating projects
What just happened?
A more advanced tile engine
Time for action – the MapSquare class
What just happened?
Rebuilding the camera
Time for action – the Camera module
What just happened?
Constructing the Tile Engine
Time for action – the TileMap module – part 1
What just happened?
Time for action – the TileMap module – part 2
What just happened?
Drawing the Tile Map
Time for action – the TileMap module – part 3
What just happened?
Time for action – adding the tile map to the game project
What just happened?
The map editor project
Creating the map editor project
Time for action – creating the Level Editor project
What just happened?
Adding a form
Time for action – adding a form
What just happened?
Time for action – adding event handlers
What just happened?
Filling out our form
Time for action – creating the menu bar
What just happened?
Time for action – tile selection controls
What just happened?
Time for action – scroll bars
What just happened?
Time for action – final controls
What just happened?
Updating the Game1 class
Time for action – updating Game1
What just happened?
Time for action – the Game1 Update method
What just happened?
Connecting the form to the game
Time for action – completing the editor – part 1
What just happened?
Time for action – fixing the scrolling delay
What just happened?
Loading and saving maps
Time for action – implementing loading and saving
What just happened?
Passability
Map codes
One last issue
Time for action – handling the FormClosed event
What just happened?
Have a go hero
Summary
9. Gemstone Hunter—Standing on your Own Two Pixels
Animation strips
Time for action – building the AnimationStrip class
What just happened?
Animated game objects
Time for action – building the GameObject class – part 1
What just happened?
Drawing, animation, and movement
Time for action – building the GameObject class – part 2
What just happened?
Map-based collision detection
Time for action – building the GameObject class – part 3
What just happened?
The player
Time for action – creating the Player class
What just happened?
Running...
Time for action – overriding the Update() method – part 1
What just happened?
...and jumping
Time for action – overriding the Update() method – part 2
What just happened?
Staying on the screen
Time for action – repositioning the camera
What just happened?
Loading levels
The LevelManager module
Time for action – building the LevelManager module
What just happened?
Gemstones
Time for action – building the Gemstone class
What just happened?
Scoring
Time for action – implementing score tracking
What just happened?
Enemies
Time for action – summoning the zombies
What just happened?
Player-enemy interaction
Time for action – interacting with zombies
What just happened?
Level transitions
Time for action – supporting map transitions
What just happened?
Processing other codes
Time for action – handling codes
What just happened?
Game structure
Time for action – implementing game states
What just happened?
Have a go hero
Summary
Index

XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide

XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide

Copyright © 2011 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2011

Production Reference: 1161211

Published by Packt Publishing Ltd.

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ISBN: 978-1-84969-240-3

www.packtpub.com

Cover Image by Vinayak Chittar (<[email protected]>)

Credits

Author

Kurt Jaegers

Reviewers

Michael Schuld

Pedro Daniel Güida Vázquez

Acquisition Editor

Wilson D'souza

Development Editor

Wilson D'souza

Technical Editors

Lubna Shaikh

Ankita Shashi

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Project Coordinator

Kushal Bhardwaj

Proofreaders

Jonathan Todd

Lesley Harrison

Indexers

Tejal Daruwale

Hemangini Bari

Rekha Nair

Graphics

Conidon Miranda

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Kurt Jaegers is a database and network administrator, and a long-time hobbyist game developer, having built games for everything from the Commodore 64 to the Xbox 360. He is the owner of xnaresources.com and the author of the C# version of XNA Game Development by Example.

I would like to thank my parents George and Julie Jaegers for investing in a newfangled Atari 400 computer back in the 80s and encouraging my interest in computer programming from a very early age. As with my first book, thanks go to my wife Linda for proofreading, as well as my brother Jason for providing most of the graphics for the games.

About the Reviewers

Michael Schuld started his foray into game development using Managed DirectX 9, and after playing with the framework for a few months, decided that there wasn't enough beginner content out in the world to help people new to game development get started.

To fix this problem, he immediately set out writing a tutorial series that he kept up-to-date with the change from Managed DirectX to XNA, and all the updates to the XNA Framework since then. Along with these tutorials, he hosted a popular XNA Game Development forum and has helped hundreds of programmers new to game development get their feet wet. The site and tutorials have been listed by Microsoft and Game Informer as one of a select list of community resources for anyone wanting to learn the XNA Framework.

More recently, he has expanded his work into DirectX 11 and reviewing books in the game development arena. His recent work, tutorials, and reviews can all be found on http://www.thehazymind.com.

I would like to thank David Bonner, Charles Humphrey, and Michael Quandt for their early interest and assistance with my tutorial series, both in reviewing the content for ease of use and helping out with the forums. I'm glad to have you guys around to keep things from getting too crazy.

Pedro Daniel Güida Vázquez is the owner of Pulsar Coders, an indie company that develops video games for many platforms. He enjoys working daily on everything related to video game development. Economist, System Analyst, Professor, Microsoft MVP for DirectX and XNA are some of the accomplishments obtained by him throughout his life. His skills cover many areas in the field, both technical and artistic, and he is always looking for interesting challenges to extend his personal and professional goals. You can find a comprehensive biography of this reviewer at http://www.linkedin.com/in/pedroguida.

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Preface

The Microsoft XNA Framework provides a powerful set of tools to allow development teams of any size, from the individual developer to larger independent teams, to rapidly develop high-performance quality games for multiple Microsoft-related platforms.

This book will present a series of video games, utilizing Visual Basic and the XNA Framework, to delve into the world of 2D game development, targeting the Microsoft Windows environment. We will utilize XNA's 2D graphics capabilities to present our games to the player, and we will also look at the fundamental systems behind several game design challenges, such as pathfinding, collision detection, special effects, and more.

Each of the four games in this book cover a new gaming style and introduce progressively more advanced techniques and systems to provide a foundation for bringing your own creations to life.

What this book covers

Chapter 1, Introducing XNA Game Studio, begins by looking at the history of the XNA Framework and its predecessors and installing the Windows Phone SDK package that includes the version 4.0 release of the XNA tools. We wrap up this chapter by looking at the building blocks of an XNA game and putting together an XNA mini-game called SquareChase.

Chapter 2, Flood Control – Underwater Puzzling, introduces a board-based puzzle game called Flood Control. We introduce the XNA Content Pipeline and build a recursive function to determine the state of the game board while playing.

Chapter 3, Flood Control – Smoothing Out the Rough Edges, refines and completes the Flood Control game, adding animated rotation, movement, and fading of game pieces. We will implement a scoring system and cover displaying text to the screen.

Chapter 4, Asteroid Belt Assault – Lost in Space, begins by developing our second game. This time we put together a space-based shooter. We will create a basic moving star field, using a simple particle system, and introduce frame-based sprite animation. We will add moving asteroids to our star field and examine how to detect collisions between asteroids and make them respond realistically. We add a player-controlled spaceship and enemies that can fly across the screen following pre-defined waypoints.

Chapter 5, Asteroid Belt Assault – Special Effects, wraps up Asteroid Belt Assault. We implement collision detection between the player, enemies, asteroids, and bullets, and create particle-based explosions. Finally, we will look at loading and playing sound effects to bring life to our in-game events.

Chapter 6, Robot Rampage – Multi-Axis Mayhem, begins the construction of a tank-based game in which the player can move and fire independently using either an Xbox 360 controller or the keyboard. We build a tile-map-based game world and a camera class to view a screen-sized area of the larger world, and we implement player collision with the walls of the tile map.

Chapter 7, Robot Rampage—Lots and Lots of Bullets, completes Robot Rampage by expanding on our particle-based explosion system and adding enemies, player goals, and weapon upgrades to our tile map. We allow the player to fire at the enemies with several different weapons. Finally, we create an implementation of the A* pathfinding algorithm to allow the enemy tanks to track down the player.

Chapter 8, Gemstone Hunter - Put on Your Platform Shoes, introduces a side-scrolling, jump-and-run platform game. We start by evolving our tile-based mapping system to allow multiple layers of tiles, and we look at combining XNA and Windows Forms to produce a map editor for Gemstone Hunter. As part of this process, we will look at building more complex solutions that contain multiple projects, and we separate our game's tile engine into a Game Library project.

Chapter 9, Gemstone Hunter—Standing on your Own Two Pixels, concludes the Gemstone Hunter project by examining an alternative method for frame-based sprite animation, using player and enemy graphics from the XNA Platform Starter Kit. We implement platform physics and bring the game together by loading levels and reacting to their embedded code values.

What you need for this book

In order to install and use the Microsoft XNA 4.0 tools, you will need a Windows PC with either Microsoft Windows Vista or Microsoft Windows 7 and a video card supporting DirectX 9 or later. Shader Model 1.1 is required for XNA, but it is highly recommended that your video card support Shader Model 2.0 or later, as many of the XNA samples available online require 2.0 support.

Who this book is for

If you are an aspiring game developer who wants to take a shot at creating games for the Microsoft Windows platform with the XNA Framework, then this book is for you. Using this book, you can get started with creating games without any game development experience. Some knowledge of Visual Basic would be helpful to kick-start your game development experience.

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Chapter 1. Introducing XNA Game Studio

Since its initial release in 2006, the Microsoft XNA Framework has allowed C# developers to harness the power of DirectX to create video games that can be targeted to Windows, the Xbox 360, and Microsoft-based mobile devices such as the Zune or the Windows Phone 7 platform.

XNA consists of the XNA Framework, which is a set of code libraries to perform common graphics, sound, and other game-related tasks, and XNA Game Studio, which is an extension of the Visual Studio interface that includes a number of project templates to make use of the XNA Framework.

The XNA project templates include an integrated game loop, easy-to-use (and fast) methods to display graphics, full support for 3D models, and simple access to multiple types of input devices.

With the summer 2011 release of the XNA 4.0 Refresh, Microsoft has provided what has been cited as both the most requested feature for XNA and the most requested feature of Visual Basic developers: the ability to use Visual Basic as the backend for coding XNA projects.

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What does XNA stand for, anyway?

According to the developers, XNA is an acronym for "XNA's Not Acronymed".

In this introductory chapter, you will:

Look at an overview of the games presented in this bookDownload and install the Windows Phone Developers Tools, which includes the Visual Studio Express and the XNA Extensions for Visual StudioCreate a new Windows game projectModify the default Windows Game template to build your first XNA game

Overview of the games

Many beginning developers make the mistake of attempting to tackle far too large a project early on. Modern blockbuster video games are the result of the efforts of hundreds of programmers, designers, graphics artists, sound effects technicians, producers, directors, actors, and many other vocations, often working for years to create the game.

That does not mean that the efforts of a solo developer or small team need to be dull, boring, and unplayable. This book is designed to help you develop a solid understanding of 2D game development with XNA Game Studio. By the time you have completed the projects in this book, you will have the necessary knowledge to create games that you can complete without an army of fellow game developers at your back.

In this chapter, you will build your first XNA mini-game, chasing squares around the screen with your mouse cursor. In subsequent chapters, the following four more detailed games are presented:

Flood Control: An explosion in one of the research laboratories has cracked the pressure dome protecting your underwater habitat. Work quickly to construct a series of pipes to pump water out of the habitat, before it floods. Flood Control is a board-based puzzle game with simple game mechanics and slowly increasing difficulty.Asteroid Belt Assault: After being separated from your attack fleet in hyperspace, you find yourself lost in an asteroid field without communications or navigation systems. Work your way through the chaos of the asteroid belt while combating alien pilots intent upon your destruction. A vertically-scrolling space shooter, Asteroid Belt Assault introduces scrolling backgrounds, along with player and computer-controlled characters.Robot Rampage: In the secret depths of a government defense facility, a rogue computer has taken control of robotic factories across the world, constructing an army of mechanical soldiers. Your mission—infiltrate these factories and shut down their network links to break the computer's control. A multi-axis shooter utilizing both of the analog control sticks on the Xbox 360 gamepad controller, Robot Rampage generates and manages dozens of on-screen sprites, and introduces world map construction.Gemstone Hunter: Explore the Australian wilderness, abandoned mines, and ancient caves in a search for fabulous treasures. In Gemstone Hunter, you will construct a classic platform-style game, including a Windows Forms-based level editor and a multi-map "world" to challenge the player.

The games are each presented over two chapters. In the first chapter, the basics are implemented to the point where the game is playable. In the second chapter, features and polish are added to the game.

Each game introduces both new concepts and expands on topics covered in the previous games. At the end of each game chapter, you will find a list of exercises challenging you to use your newly-gained knowledge, to enhance previous games in the book.

We will focus on Windows as our platform for the games presented in this book. That said, the code presented in this book requires very little in the way of changes for other XNA platforms, generally only requiring implementation of platform-specific controls (gamepads, touch screen, and so on), and consideration of the differences in display sizes and orientation on non-Windows devices.

System requirements

In order to develop games using XNA Game Studio, you will need a computer capable of running both Visual Studio 2010 and the XNA Framework extensions. The general requirements are listed in the following table:

Component

Minimum requirement

Notes

Operating System

Windows Vista SP2 or Windows 7 (all editions except Starter)

As of XNA 4.0, Windows XP is no longer officially supported.

Graphics Card

Shader Model 1.1 support and DirectX 9.0 support

Microsoft recommends Shader Model 2.0 support as it is required for many of the XNA Starter Kits and code samples. The projects in this book similarly require Shader Model 2.0 support.

Development Platform

Visual Studio 2010 or Visual Studio 2010 Express

You will install Visual Studio 2010 Express as part of the XNA installation later in this chapter.

Optional requirements

Windows Phone

Windows Phone Development Tools, DirectX 10 or later, Compatible Video Card

Development tools include a Windows Phone emulator to test applications, without deployment to a physical device.

Xbox Live

Xbox Live Silver membership and XNA Creator's Club Premium membership

Xbox Live Silver is free. The XNA Creator's Club Premium membership costs $49 for 4 months or $99 for 1 year.

Installing XNA Game Studio

To get started developing games in XNA, you will need to download and install the software. You will need both Visual Studio and XNA extensions. With the release of XNA 4.0, the install packages have been consolidated, and both required components are included in the Windows Phone SDK package. The SDK was previously known as the Windows Phone Developers Tools prior to the release of the XNA 4.0 Refresh as part of the Windows Phone SDK 7.1 update.

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XNA and the Windows Phone SDK

The October 2010 release of the Windows Phone 7 platform marked a shift in Microsoft's direction for XNA. Prior to Windows Phone, XNA was a separate download that included Visual C# Express. While still supporting the Windows and Xbox platforms as well as the Windows Phone, XNA is no longer available separately, and has been rolled into the Windows Phone SDK.

Time for action – installing XNA Game Studio

Visit http://create.msdn.com/en-us/home/getting_started, and download the latest version of the Windows Phone SDK package. Run the setup wizard and allow the installation package to complete.Open Visual Studio 2010 Express. Click on the Help menu and select Register Product. Click on the Register Now link to go to the Visual Studio Express registration page. After you have completed the registration process, return to Visual Studio 2010 Express and enter the registration number into the registration dialog box.Close Visual Studio 2010 Express.Launch Visual Studio 2010 Express, and the Integrated Development Environment (IDE)will be displayed, as shown in the following screenshot:

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Other versions of Visual Studio and XNA

Different versions of Visual Studio and XNA can be installed on the same PC, without interfering with each other. If you wish to target the Zune platform, you will need to install Visual Studio 2008 Express and XNA 3.1 (which only supports the C# language). Additionally, Visual Studio Express and Visual Studio Professional can co-exist on the same PC, and XNA will integrate with both of them, if the Windows Phone SDK is installed after Visual Studio.

What just happened?

You have now successfully installed the Windows Phone SDK, which includes Visual Studio 2010 Express, the XNA Extensions for Visual Studio, and the re-distributable Font Pack provided by Microsoft for XNA developers.

Building your first game

XNA attempts to simplify many of the basic elements of game development by automatically handling things, such as the game update loop and presenting the current frame of graphical information to the display. To illustrate just how much of the background work is integrated into the XNA project templates, let's jump in straight away and create your first game within a few minutes of finishing the installation.

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Visual Basic versus C# - tutorials and samples on the web

With a five-year headstart on Visual Basic developers, there are a host of XNA tutorials, code samples, and forum posts written for C# out on the Internet. In the interest of being able to utilize these resources, I will occasionally point out topics or sections of code and their equivalent in C# notation.

In SquareChase, we will generate randomly positioned squares of different colors while the user attempts to catch them with their mouse pointer before they disappear. While building the project, we will discuss each of the major code sections pre-defined by the XNA templates.

Time for action – creating a new Windows game project

In the Visual Studio window, open the File menu and select New Project...Under Project Type, make sure Visual Basic is selected as the language and that the XNA Game Studio 4.0 category is selected.Under Templates, select Windows Game (4.0).Name the project SquareChase (this will automatically update the Solution Name).Click on OK.

What just happened?

Each of the XNA project templates is a series of files and settings that get copied to your new project folder. Included in this set of files is the Game1.vb file, which is the heart of your XNA game.

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Back up your projects

When you create your project, the Location field specifies where it will be saved. By default, Visual Studio creates a folder in your user documents area called Visual Studio 2010 to store both programs and configuration information. Under this folder is a Projects folder that contains subfolders for each new project you create. Make backups of your projects on a regular basis. You do not want to lose your hard work to a disk failure!

Anatomy of an XNA game

The most basic XNA game will have all of its code contained in the file called Game1.vb. This file is generated when you create a new project and contains override declarations for the methods used to manage your game. In addition to the Game1 class' declarations area, there are five primary methods that you will customize for any XNA project.

The declarations area

Right below the class declaration for Game1 is the class level declarations area. By default, this area contains two variables:

Private WithEvents graphics As GraphicsDeviceManager Private WithEvents spriteBatch As SpriteBatch

The graphics object provides access to, not surprisingly, the system's video card. It can be used to alter the video mode, the size of the current viewport (the area that all drawing work will be clipped to if specified), and retrieve information about Shader Models the video card supports.

XNA provides the SpriteBatch class to allow you to (very quickly) draw 2D images (called sprites) to the screen. The spriteBatch variable is an instance of this class, which we will use for all of our drawing purposes in SquareChase.

The declarations area is the spot for any variables that need to be maintained outside of any of the individual methods discussed next, such as LoadContent, Update, and Draw. In practice, any data that you need to keep track of throughout your game will be referenced in some way in your declarations section.

Time for action – draw SquareChase!

Alter the GraphicsDevice.Clear(Color.CornflowerBlue) call and replace Color.CornflowerBlue with Color.Gray to make the game a bit easier on the eyes.Add the following code after the call to clear the display:
spriteBatch.Begin() spriteBatch.Draw( squareTexture, currentSquare, colors(playerScore Mod 3)) spriteBatch.End()

What just happened?

Any time you use a SpriteBatch object to draw to the display, you need to wrap the calls inside a Begin() and End() pair. Any number of calls to spriteBatch.Draw() can be included in a single batch, and it is common practice to simply start a Begin() at the top of your Draw() code, use it for all of your drawing, and then End() it right before the Draw() method exits. While not benefiting our SquareChase game, batching sprite drawing calls greatly speeds up the process of drawing a large number of images, by submitting them to the rendering system all at once instead of processing each image individually.

The SpriteBatch.Draw() method is used to draw a Texture2D object to the screen. There are a number of different options for how to specify what will be drawn. In this case, the simplest call requires a Texture2D object (squareTexture), a destination Rectangle (currentSquare), and a tint color to apply to the sprite. The expression "playerScoreMod3" takes the player's score, divides it by 3, and returns the remainder. The result will always be 0, 1, or 2. This fits perfectly as an index to the elements in the colors array, allowing us to easily change the color of the square each time the player catches one.

Finally, the spriteBatch.End() tells XNA that we have finished queuing up sprites to draw and it should actually push them all out to the graphics card.

Time for action – play SquareChase!

Run your game by clicking on Start Debugging from the Debug menu or hitting F5 on the keyboard.Play an exciting game of SquareChase, by holding down the mouse button and trying to catch the squares with your mouse cursor:

What just happened?

You just finished your first XNA game, that's what!

Granted, it is not exactly the next blockbuster, but at only around 30 lines of code, it implements a simple game mechanic, user input, score tracking and display, and clock-based timing. Not bad for a few minutes' work.

Have a go hero

As simple as it is, here are a couple of enhancements you could make to SquareChase: