abonament net upc JakeDisplay in XNA Game Studio 2.0 Solution Explorer in Visual Basic .NET

Drawer UPC A in Visual Basic .NET JakeDisplay in XNA Game Studio 2.0 Solution Explorer

JakeDisplay in XNA Game Studio 2.0 Solution Explorer
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Sometimes you may want to add additional projects to a solution so that you can separate your code into reusable portions or because you want to reuse code you already separated that way. For example, you might make a project called HighScoreManager, which would be in
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Part II
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Using the XNA Framework
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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 ll simply create games that are single projects. The Great Programmer Speaks: Architecture Is Important Our Great Programmer is very keen on using projects to reuse code. The way she sees it, that way she can get paid several times for writing the same piece of software. When she starts work on a new system, she takes a lot of time to try to structure things into projects so that different parts of the system are in separate projects.
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Adding Resources to a Project
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An XNA Game Studio 2.0 project will contain references to everything that it uses. To keep things simple, you can keep everything used by a project in a single file directory. Figure 4-5 shows the content of the JakeDisplay project directory that XNA Game Studio 2.0 created for you when you made the new project. You can see the C# source files and also some other resources.
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Figure 4-5
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The contents of the JakeDisplay project directory
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The project contains a Content directory. When you add an asset to this project, it will be 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 you want to use into a directory somewhere on the computer.
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4
Displaying Images
Figure 4-6
My Jake image in my Pictures directory
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 2.0 to use it. To do this, you need to add the content to the project. Resource references are added by using the Add Existing Item dialog box, which can be opened, as shown in Figure 4-7. Start by right-clicking the JakeDisplay Content item in Solution Explorer. From the menu that appears, select Add and then select Existing Item.
Figure 4-7
Opening the Add Existing Item Content dialog box
Part II
Using the XNA Framework
Figure 4-8 shows the dialog box that you can use to select an item to add to the project.
Figure 4-8
The Add Existing Item dialog box
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 procedure to add other images to a game.
Figure 4-9
The JakeDisplay project containing the image resource
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 Xbox when it runs.
4
Displaying Images
Adding Links to Resources
When you add a resource using the process described previously, XNA Game Studio 2.0 makes a copy of the resource and places the copy in the Content directory of the project. If you want several projects to share a single copy of a resource, you can instead add a link to it. You do this by clicking the down arrow at the right of the Add button in the Add Existing item dialog box, as shown in Figure 4-10. This will allow you to add the resource or add it as a link.
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