create barcode c#.net s GAME PLANNING AND PROGRAMMING BASICS in Font

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CHAPTER 1 s GAME PLANNING AND PROGRAMMING BASICS
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Summary
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This chapter showed basic game programming concepts presented in a Windows Game XNA project type. These general concepts are present in any game, so make sure you understand the idea behind the general game structure, especially the idea of the game loop:
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Initialize graphics, input and sound Load resources Start game loop. In every step: Gather user input Perform needed calculations (AI, movements, collision detection, etc.) Test for game ending criteria if met, stop looping Draw (render) screen, generate sounds and game controller feedback Finalize graphics, input, and sound Free resources
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It s also important to review the mapping of this general structure for games to the XNA Game class overridable methods:
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Game1() General initialization (already written for us) Initialize() Include nongraphics initialization here LoadContent() Include graphics initialization here Run() - Start game loop. In every step: Update() - Include code here to read and process user input, do calculations for AI, movements, and collisions, and test for game ending Draw() Include the drawing (renderization) code here UnloadContent() Free graphics resources
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In the next chapter, you ll write some simple examples that explore 2-D game programming concepts, so you ll be ready to start creating 2-D games with XNA.
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CHAPTER
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2-D Graphics, Audio, and Input Basics
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n this chapter you ll create a simple program that manipulates simple 2-D graphics. By doing so, you ll explore some relevant concepts used when creating 2-D games, such as use of sprites and basic collision detection algorithms. You ll also explore basic concepts about how to use audio, and you ll deal with user input in XNA through simple examples, so you ll be ready to create 2-D games.
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2-D Graphics
If you followed the directions presented in the last chapter, by now you know how to create a simple, empty Windows Game project using XNA Game Studio. In this section you ll create a basic project that displays two simple 2-D images onscreen. You ll learn how to move them and make them collide with the window borders and against each other.
Commonly Used Gaming Terms
Many terms used in game programming jargon describe specific uses of 2-D graphics in a game. Let s see some of the most common ones: Sprite: A sprite is a 2-D image that can be manipulated independently from the rest of a game scene. This term is used often to describe the image displayed or the class used by the game to display the image (which includes properties such as velocity, position, width and height, and so on). Because the computer always draws the 2-D image as a rectangle, usually a sprite encompasses transparent areas so it provides the illusion of a nonrectangular drawing. The term animated sprite also refers to a sprite whose images change at predetermined time intervals, to generate the illusion of movement (such as a walking man or a spinning wheel).
CHAPTER 2 s 2-D GRAPHICS, AUDIO, AND INPUT BASICS
Textures: This term means a 2-D image loaded over a 3-D model, which can be seen from any point of view, depending on the position of the model and the position of the camera used to render the scene. You can use textures to help create the illusion of a highly detailed model when a detailed image is mapped over a simple 3-D model. Billboard: This is also a term used in the 3-D world to represent a texture that is mapped into a special plane that is always perpendicular to the camera axis. Using 3-D like images in billboarding is an effective technique to create game components such as trees, a road sign, or a torch in the wall without the need to create highly detailed models. This allows more detailed scenes with the same rendering processing power. Background: A 2-D game scene is usually composed of a background image with many sprites displayed over it. When this background is a moving image, you have a scrolling background, which is the main characteristic in games called scrollers. It s also worth mentioning parallax scrolling, a special scrolling technique in which the 2-D game has more than one scrolling background with different scrolling speeds, which provides the illusion of a 3-D environment. For example, while the player character moves to the left, trees and bushes behind it move at the player s speed, mountains far away from the character move slowly, and clouds in the sky move very slowly. Tiles: These small images are used as well tiles to compose a bigger image, usually a level background. For example, platform games typically use tiles to create different platform levels based on the same basic images. The term tiled map is often used to describe game levels created with tiles, and sometimes to describe files with the needed information to create such levels based on tiles. A classic example of the use of tiles is for building a terrain. Role Playing Games (RPG) usually provide a level-editor application where the user can build the level, picking different tiles from the application and joining them together.
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