FIGURE 4-4 JakeD sp ay n XNA Game Stud o So ut on Exp orer. in .NET

Paint QR Code in .NET FIGURE 4-4 JakeD sp ay n XNA Game Stud o So ut on Exp orer.

FIGURE 4-4 JakeD sp ay n XNA Game Stud o So ut on Exp orer.
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You have already seen that a single game solution can hold projects for deployment to an Xbox, a Windows Phone, or a Windows PC. Sometimes you might want to add more projects
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Part II Images, Sound, and Text
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to a solution so that you can separate your code into reusable portions or because you want to reuse code that you already separated that way. For example, you might make a project called HighScoreManager, which would be in charge of displaying high-score tables for your game. High scores work the same way in many games, so it makes sense to write the code only once and then use it in those games. You would do this by creating a library project to deal with the high scores and then add this project to the shopping list of those projects. However, for now, you simply create games that contain a game project and a content project. The Great Programmer Speaks: Architecture Is Important Our Great Programmer s very
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keen on us ng projects to reuse code The way she sees t, that way she can get pa d severa t mes for wr t ng the same p ece of software When she starts work on a new system, she takes a ot of t me to try to structure th ngs nto projects so that d fferent parts of the system are n separate projects
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Adding Content to a Project
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An XNA Game Studio solution contains references to everything that it uses. To keep things simple, the solution contains two projects. One contains the program code and the other the content that the game uses. Figure 4-5 shows the content of the JakeDisplayContent project directory that XNA Game Studio created for you when you made the new project. At the moment, the directory contains no resource files. It does contain some directories, however. These are where the content items will be placed when they have been prepared for use by the programs themselves.
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FIGURE 4-5 The contents of the JakeD sp ay project d rectory.
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When you add an asset to the JakeDisplayContent project, it is stored in this directory. Figure 4-6 shows the JPEG image of Jake that I used in my Pictures directory. You need to place the picture that you want to use into a directory somewhere on the computer. You can either use one of the graphics images that are available in the sample projects or create your own picture at this point. Now that you have your graphics resource, you can tell XNA Game Studio to use it. To do this, you need to add the content to the project. Resource
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4 Displaying Images
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references are added by using the Add Existing Item Content dialog box, which can be opened as shown in Figure 4-7. Start by right-clicking the JakeDisplay project s Content item in Solution Explorer. From the menu that appears, select Add, and then select Existing Item.
FIGURE 4-6 My Jake mage n my P ctures d rectory.
FIGURE 4-7 Open ng the Add Ex st ng tem
Content d a og box.
Figure 4-8 shows the dialog box that you can use to select an item to add to the project. Now you can select the image file that you want to use and click Add to add it. The project now contains the resource. Figure 4-9 shows the resource reference in the project once you ve added it. You follow the same process to add other images to a game.
Part II Images, Sound, and Text
If you want to add more than one image to a project, simply repeat the process. Remember that each image is stored as part of the game program, so the more images you add, the larger your game becomes and the longer it takes to transfer it into the target when it runs.
FIGURE 4-8 The Add Ex st ng tem
Content d a og box.
FIGURE 4-9 The JakeD sp ay project conta n ng the mage resource.
Note The Xbox and W ndows PC have p enty of memory n wh ch to store oaded mages
However, the W ndows Phone dev ce s more constra ned n the space that t has ava ab e If you want to store ots of p ctures n a game you are wr t ng for the W ndows Phone, you can use sma er mages (320 x 240 p xe s or ess) to make sure that you don t run out of space
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