Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action – accepting user input


To add support for handling user input to the MarsRunnerPlayScreen class, perform the following steps:

  1. 1. In the Fields region of the MarsRunnerPlayScreen class, add two new fields to track the player's desired movement direction and the base movement speed as follows:

    int moveState = 0;
    int moveSpeed = 8;
  2. 2. Add the HandleInput() override method to the MarsRunnerPlayScreen class as follows:

    #region Handle Input
    public override void HandleInput(InputState input)
    {
        moveState = 0;
        if (
            (input.CurrentKeyboardStates[0].IsKeyDown(Keys.Left)) ||
            (input.CurrentGamePadStates[0].ThumbSticks.Left.X < -0.3f)
            )
        {
            moveState = 1;
        }
    
        if (
            (input.CurrentKeyboardStates[0].IsKeyDown(Keys.Right)) ||
            (input.CurrentGamePadStates[0].ThumbSticks.Left.X > 0.3f)
            )
        {
            moveState = 2;
        }
    
        if (
            (input.CurrentKeyboardStates[0].IsKeyDown(Keys.Up)) ||
            (input.CurrentGamePadStates...