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#if XBOX360 // On the 360, we need to be careful about the TV's "safe" area. screenBounds = new Rectangle((int)(Game.Window.ClientBounds.Width * 0.03f), (int)(Game.Window.ClientBounds.Height * 0.03f), Game.Window.ClientBounds.Width (int)(Game.Window.ClientBounds.Width * 0.03f), Game.Window.ClientBounds.Height (int)(Game.Window.ClientBounds.Height * 0.03f)); #else screenBounds = new Rectangle(0,0,Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height); #endif Now, when you want to build the Xbox 360 project, compile the code that creates the rectangle that defines the screen margin with a size 3 percent smaller than the rectangle of a PC project, which takes all the monitor space. It s that simple.
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In this chapter, you learned the basics of creating 2D games, and you went through a small project planning phase, focusing on the items that the game programmer and designer should have in mind before starting to write any code. You also learned how to model your game using game components and create the game logic itself, modifying and testing the state of these components inside the game s loop. You saw that you can implement simple sprites using GameComponent objects and take advantage of all the classes that XNA already offers. You also saw how you can add sounds and vibration effects to your game, as well as use a conditional compilation to solve the TV safe area issue of video game consoles.
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Improving Your First 2D Game
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et s face reality. Rock Rain is cool, fun, but it s too simple, isn t it In this chapter, you re going to add some more characteristics of a real game to it. We ll show you some more sophisticated techniques you can use to create a better game. Let s go.
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Planning Rock Rain s New Version
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A striking feature of any game is missing in Rock Rain: the presentation screen! When the player runs the game, he is immediately thrown in the meteor field without warning. The ideal would be to show a screen the game presentation leading to another screen with instructions, the game help, and an option to start the game itself. That s much more elegant. Let s also change some aspects of the playability. Now the game will have animated sprites and an energy meter, and will be able to be played by two players simultaneously. That s more interesting, isn t it So, start by creating a new project, as you did in the previous chapter. Name the project RockRainEnhanced. Add a new folder called Core, and add to this folder the SimpleRumblePad component that you created in the version of Rock Rain in the previous chapter. You can download more media content for this game, including new textures and sounds, from this book s details page at the Apress web site (http://www.apress.com). Add those files in your project s Content folder.
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All modern games have many screens: a screen for the opening, a screen for the instructions, a screen for the game itself, and so on. Because each screen shows a lot more than a simple image, in the game industry, it s common to call these screens scenes. A scene is composed (normally) of some background image, background music, and a group of actors that act in the scene to show to the user some information about the game. For example, Figure 4-1 shows the opening screen of Rock Rain Enhanced.
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CHAPTER 4 IMPROV ING YOU R FIRST 2D GA ME
Figure 4-1. Opening screen of Rock Rain Enhanced In this scene, you have a nice background screen and two words that come up from the screen s margin to form the word Rock Rain, as well as an options menu for the game, along with background music. Note that you have some actors here in this scene. Besides the sprites that have moved to form the game s title, you have an animated menu that moves with the Xbox 360 gamepad or keyboard. This group of images, sounds, and actors forms this scene. The user can go to another scene according to the menu options. In this version of Rock Rain, you have three scenes: the start scene, the help scene, and the action scene. Figure 4-2 shows the flow of these game scenes. Now, using XNA terms, each game scene is a GameComponent that has other GameComponents representing the actors of the scene. Each scene has its own unique qualities, but the scenes also have some things in common. For example, each scene contains its own collection of GameComponents that represents the actors in that scene. Also, in each scene, a method shows it or closes it according to the flow of the scenes that the user chose (when you open the action scene, you ll need to also close the start scene, for example). You ll also be able to pause each scene. This is useful when you want to interrupt a game for a fast trip to the bathroom, for example. You do this by simply not executing the Update method of the scene s GameComponents. Remember that XNA calls the Update method to update the status of a GameComponent. If it isn t called, the GameComponent won t be updated, and it will be stopped in the game scene. In this architecture, the only GameComponents that will be added to the list of the game s components are the scenes, because the other GameComponents that build the scene itself will be added to the lists of components of the proper scene.
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