By David Weller, Alexandre Santos Lobao, Ellen Hatton, Apress
This long-awaited identify presents a transparent advent to online game programming for you, C# programmers! Microsoft insiders have written an easy-to-read advisor, so that you can begin programming video games fast. This ebook even contains an creation to controlled DirectX nine, and different complicated .NET good points, like animation and sounds.
Code examples are literally entire 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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Additional resources for Beginning .NET Game Programming in C#
When a block stops falling, you'll check to see if there are continuous horizontallines of squares in the game field. Every continuous line must be removed. • The player gets 100 points per removed line, multiplied by the current level. • With each new level, the blocks must start falling faster. • If the stack of blocks grows until it's touching the top of the game field, the game ends. , to shoot and to get objects) • Details about how the player interacts with the game and vice-versa: keyboard, intuitive interface, force-feedback joystick, etc.
The Coding Phase When coding any project, it's always useful to create drivers and stubs to allow you to test each component separately. Drivers are programs that control other lower-level programs, and stubs are programs that mimic low-level programs' behavior, allowing the testing of higher level code. To provide a vision of a real coding phase, you'll sometimes use such techniques to validate the code written step by step. You'll go through three versions, from your first draft to the final code: 1.
Figure 1-16 shows a tiled game where each screen object is held in an array. - tt tt I. •• tt 0 e Ie Ie Ie Figure 1-16. In a tiled game field, you have an array that maps to screen objects. Nettrix: GDI+ and Collision Detection Zoning wi th Bi ts If you have a game with many objects but infrequent collisions, you can minimize the number of calculations dividing your screen in zones, and only calculate collisions for objects that are on the same zone. Zones are generally set up according to the number of "collision areas" you want to check, so they're generally independent of a screen's resolution.