Book Image

XNA 4.0 Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4.0 Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

XNA Game Studio enables hobbyists and independent game developers to easily create video games. It gives you the power to bring your creations to life on Windows, the Xbox 360, the Zune, and the Windows Phone platforms. But before you give life to your creativity with XNA, you need to gain a solid understanding of some game development concepts.This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. It details the creation of four games, all in different styles, from start to finish using the Microsoft XNA Framework, including a puzzler, space shooter, multi-axis shoot-'em-up, and a jump-and-run platform game. Each game introduces new concepts and techniques to build a solid foundation for your own ideas and creativity. Beginning with the basics of drawing images to the screen, the book then incrementally introduces sprite animation, particles, sound effects, tile-based maps, and path finding. It then explores combining XNA with Windows Forms to build an interactive map editor, and builds a platform-style game using the editor-generated maps. Finally, the book covers the considerations necessary for deploying your games to the Xbox 360 platform.By the end of the book, you will have a solid foundation of game development concepts and techniques as well as working sample games to extend and innovate upon. You will have the knowledge necessary to create games that you can complete without an army of fellow game developers at your back.
Table of Contents (15 chapters)
XNA 4.0 Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
Preface
4
Asteroid Belt Assault – Lost in Space
Index

The GameBoard class


Now that we have a way to represent pieces in memory, the next logical step is to create a way to represent an entire board of playing pieces.

The game board is a two-dimensional array of GamePiece objects, and we can build in some additional functionality to allow our code to interact with pieces on the game board by their X and Y coordinates.

The GameBoard class needs to:

  • Store a GamePiece object for each square on the game board

  • Provide methods for code using the GameBoard to update individual pieces by passing calls through to the underlying GamePiece instances

  • Randomly assign a piece type to a GamePiece

  • Set and clear the "Filled with water" flags on individual GamePieces

  • Determine which pipes should be filled with water based on their position and orientation and mark them as filled

  • Return lists of potentially scoring water chains to code using the GameBoard