(Ebook) Learning XNA 4.0: Game Development For The PC, Xbox 360, and Windows Phone 7 by Aaron Reed ISBN 9781449394622, 1449394620 PDF Download
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Download from Wow! eBook <www.wowebook.com>
Aaron Reed
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472.
O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions
are also available for most titles (http://my.safaribooksonline.com). For more information, contact our
corporate/institutional sales department: (800) 998-9938 or [email protected].
Printing History:
December 2010: First Edition.
Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of
O’Reilly Media, Inc. Learning XNA 4.0, the image of a sea robin fish, and related trade dress are trade-
marks of O’Reilly Media, Inc.
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as
trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a
trademark claim, the designations have been printed in caps or initial caps.
While every precaution has been taken in the preparation of this book, the publisher and author assume
no responsibility for errors or omissions, or for damages resulting from the use of the information con-
tained herein.
ISBN: 978-1-449-39462-2
[M]
1291906059
To my mother and father, who, after shelling out
$2,500 in the 1980’s for a sweet Compaq 286 with
a 4-color monitor, 16k internal memory, a 5 1/4"
floppy and no internal hard drive, didn’t yell at me
when they came home and found that I’d taken
the thing apart. I’ve been hooked ever since.
Table of Contents
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
2. Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
System Requirements 7
Additional Resources 8
Installation 8
Creating Your First XNA Application 10
What You Just Did 13
Summary 13
Test Your Knowledge: Quiz 14
vii
Layer Depth 33
Let’s Move 36
Animation 38
Adjusting the Framerate 43
Adjusting the Animation Speed 44
What You Just Did 45
Summary 46
Test Your Knowledge: Quiz 46
Test Your Knowledge: Exercise 47
Table of Contents | ix
What You Just Did 198
Summary 199
Test Your Knowledge: Quiz 200
Test Your Knowledge: Exercise 200
x | Table of Contents
13. HLSL Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
HLSL Syntax 267
Dissecting a Sample HLSL Effect File 269
Applying an HLSL Effect in C# 277
Applying HLSL Using Textures 285
HLSL Effects: Creating a Negative 293
HLSL Effects: Blur 293
HLSL Effects: Grayscale 295
What You Just Did 296
Summary 296
Test Your Knowledge: Quiz 297
Test Your Knowledge: Exercise 297
Table of Contents | xi
Registering for a Developer Account 366
Registering Your Windows Phone 7 Device 368
Unlocking Your Phone 369
Creating a Windows Phone 7 Project 370
Resources 372
Digging In 373
Screen Rotation and Resolution 378
More Model Classes 380
Adding a ModelManager 386
Finishing Details 391
What You Just Did 395
Summary 395
Test Your Knowledge: Quiz 395
Download from Wow! eBook <www.wowebook.com>
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501
I’ve taught DirectX and XNA game development courses at Neumont University for
the past several years, and I’ve been repeatedly frustrated by my inability to find the
right book for these classes. There are numerous books on the subject, but none that
I felt fit the goals of my classes (introductory college-level game development courses
targeted to an audience familiar with C#) or that presented the material in a style and
sequence I felt was appropriate.
Many books required too much previous game or graphics development knowledge.
Others assumed too little knowledge of nongame-related development concepts. Still
others relied too much on third-party libraries, or presented the material in a sequence
that would be counterintuitive to a reader who is new to game development.
I found myself jumping around from Chapter 3 in one book to Chapter 18 in another,
then back to the original book for Chapter 7 and Chapter 9, and so forth, while filling
in gaps with slides, code samples, and documents I created on my own.
Eventually, I decided to take the content I had developed for my XNA game develop-
ment course and write some material on the subject for use in the classroom. Initially,
I was going to simply create some papers and essays to give to the students. I then
realized that a large audience outside of the university would probably benefit from the
material as well. I contacted O’Reilly about the book, and the rest is history.
Through my experience teaching XNA game development, I have been able to deter-
mine which points typically snag students and which points typically are easily grasped.
I’ve also developed what I feel is a pretty straightforward way of presenting the material
in a sequence that makes sense and is easy to follow. This book is designed to follow
that sequence and to introduce concepts in a way that will help readers fully understand
each individual topic.
xiii
How This Book Is Organized
This book introduces XNA game development concepts while walking the reader
through the development of three different XNA games. Although most of the material
generally applies to developing games for any of the available platforms, Chapters
16 and 17 focus on developing games for the Xbox 360 and Windows Phone 7,
respectively.
The first portion of the book takes the reader through changes in XNA 4.0 and the
development of a 2D game. Here are the chapters that compose this part:
Chapter 1, What’s New in XNA 4.0?
Takes the reader through the major changes in XNA 4.0 from previous versions.
Chapter 2, Getting Started
Walks you through a short introduction to XNA, the tools needed to develop games
in XNA, and the installation of XNA Game Studio 4.0.
Chapter 3, Fun with Sprites
Introduces 2D sprites, transparency, sort order, movement, framerates, sprite
sheets, and animation.
Chapter 4, User Input and Collision Detection
Covers user input from keyboards, mice, and Xbox 360 gamepads, as well as the
implementation of collision detection.
Chapter 5, Applying Some Object-Oriented Design
Discusses and implements game components and applies an object-oriented class
hierarchy to the design of your game.
Chapter 6, Sound Effects and Audio
Introduces the Microsoft Cross-Platform Audio Creation Tool (XACT) and the
new simplified audio API as methods to add sound to your games on the PC, Xbox
360, and Windows Phone 7.
Chapter 7, Basic Artificial Intelligence
Explains the nature of the science of artificial intelligence and introduces basic
artificial intelligence concepts. This chapter also walks through creating custom-
ized derived classes within your class hierarchy to implement different behaviors
for your sprites.
Chapter 8, Putting It All Together
Puts the finishing touches on the 2D game, including 2D text, scoring, adding
different types of sprites, background images, game states, and power-ups.
xiv | Preface
The next part of the book walks the reader through the development of a 3D game for
the PC. At the end of this section, the game is tweaked and deployed to the Xbox 360.
Here are the chapters in this part:
Chapter 9, 3D Game Development
Discusses coordinate systems, cameras, and drawing primitive objects, as well as
moving, rotating, and scaling objects in 3D space. Culling and texturing surfaces
are also discussed.
Chapter 10, 3D Models
Introduces 3D models and discusses drawing, rotating, and moving 3D models in
3D space.
Chapter 11, Creating a First-Person Camera
Walks the reader through the creation of a first-person vector-based camera in 3D,
which implements forward and backward movement, strafing, and rotation in yaw,
pitch, and roll.
Chapter 12, 3D Collision Detection and Shooting
Delves into the code behind shooting a moving enemy, creating a shot object,
moving it in 3D space, and handling collision detection in 3D using bounding
spheres. A 3D crosshair HUD (Heads Up Display) and audio effects are also added
to the game.
Chapter 13, HLSL Basics
Introduces High Level Shader Language (HLSL) syntax and implementation, as
well as the code required to use HLSL effects in XNA. A number of image manip-
ulation effects are implemented using HLSL.
Chapter 14, Particle Systems
Walks the reader through the implementation of a custom vertex and a particle
used to create an explosion particle effect.
Chapter 15, Wrapping Up Your 3D Game
Fine-tunes the 3D game, with sections covering splash screens, game states, scor-
ing, and power-ups.
Chapter 16, Deploying to the Xbox 360
Walks the reader through connecting an Xbox 360 to a PC and deploying to the
Xbox 360. User input and screen resolution differences between the PC and the
Xbox 360 are discussed.
This next part of the book walks you through creating a new game for Windows
Phone 7:
Chapter 17, Developing for Windows Phone 7
Walks the reader through the creation of a new game for Windows Phone 7 while
discussing key differences between developing for Windows Phone 7 and other
platforms.
Preface | xv
The last part of the book walks you through creating a network game in XNA. This
part assumes knowledge of all previous chapters and comprises only one chapter, which
concentrates on networking functionality in XNA while stepping through the creation
of a new XNA game:
Chapter 18, Multiplayer Games
Introduces multiplayer concepts through split-screen functionality as well as net-
working. Topics include network architectures, network states, communication
via packets, and gamer services.
Finally, in the appendix, you’ll find the answers to the quizzes at the end of each chapter.
Support
My goal in writing this book is to help the reader gain a true understanding of and
passion for game development in XNA. To that end, I’ll be supporting the book through
my blog, which can be found at:
http://www.aaronreed.com/serenitynow/
On that website you’ll find the source code for the book, as well as other XNA-related
content (and a fair bit of non-XNA-related content as well). Feel free to chime in on
the forums with questions, comments, or even answers.
xvi | Preface
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with Unrelated Content
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