Index
A
- A* path-finding algorithm
- about / The A* Pathfinding algorithm
- implementing / The A* Pathfinding algorithm, Implementing A*, Time for action – beginning the implementation of A*
- PathNode class / Time for action – the PathNode class, What just happened?
- path, finding / Time for action – finding the path, What just happened?
- adjacent squares / Time for action – adjacent squares
- AddAsteroid() method / What just happened?
- AddComputerTerminal() method / What just happened?
- AddExplosion() method
- adding, to ExplosionManager class / Time for action – creating explosions
- about / What just happened?
- AddFrame() method
- adding, to Sprite class / Time for action – adding animation frames
- AddLargeExplosion() / What just happened?
- AddLargeExplosion() method / Time for action – building explosions, What just happened?, Time for action – spark effects
- addNodeToOpenList() method / Time for action – beginning the implementation of A*, What just happened?
- AddRotatingPiece() method / What just happened?
- AddShot() method / Time for action – beginning the WeaponManager module, What just happened?
- AddSparksEffect() / What just happened?
- AddWaypoint() method
- adding, to Enemy class / Time for action – waypoint management, What just happened?
- adjacentNodes list / What just happened?
- advanced tile engine
- about / A more advanced tile engine
- MapSquare class / Time for action – the MapSquare class
- serializable classes, modifying / What just happened?
- camera, rebuilding / Rebuilding the camera, Time for action – the Camera module, What just happened?
- constructing / Constructing the Tile Engine, Time for action – the TileMap module – part 1
- afterMoveRect / What just happened?
- alpha blending
- about / Sprites and sprite sheets
- ampersands (&) character / What just happened?
- AndAlso / What just happened?
- animated game objects, Gemstone Hunter game
- about / Animated game objects
- animated pieces
- about / Animated pieces
- classes / Classes for animated pieces
- child classes / Classes for animated pieces
- rotating / Time for action – rotating pieces, What just happened?, Rotating pieces
- falling / Time for action – falling pieces, Falling pieces, What just happened?
- fading / Time for action – fading pieces, What just happened?, Fading pieces, Time for action – generating fading pieces
- managing / Managing animated pieces
- drawing / Drawing animated pieces, Time for action – update Game1 to draw animated pieces, What just happened?
- Draw() method, adding / Drawing animated pieces, Time for action – update Game1 to draw animated pieces, What just happened?
- animated pieces support
- GameBoard, updating for / Time for action – updating GameBoard to support animated pieces, What just happened?
- animation-related methods
- adding, to Sprite class / Time for action – building a new Sprite class
- AnimationStrip class, Gemstone Hunter game
- animation strips, Gemstone Hunter game
- about / Animation strips
- ArePiecesAnimating() method / Time for action – updating GameBoard to support animated pieces, What just happened?
- Asteroid Belt Assault project
- about / Overview of the games
- creating / Time for action – creating the Asteroid Belt Assault project
- Sprite class, creating for / Building the Sprite class, Time for action – declarations for the Sprite class
- StarField class, creating for / Time for action – creating the StarField class, What just happened?
- AsteroidManager class, creating for / Time for action – building the AsteroidManager class, What just happened?
- player and enemy shots / Player and enemy shots, Time for action – adding the ShotManager class
- ShotManager class, building for / Time for action – adding the ShotManager class, What just happened?
- player, adding / Adding the player
- PlayerManager class, creating for / Time for action – creating the PlayerManager class, What just happened?
- user input, handling / Handling user input, What just happened?
- Enemy class, creating for / Time for action – creating the Enemy class, What just happened?
- EnemyManager class, creating for / Time for action – creating the EnemyManager class, What just happened?
- explosion effects / Explosion effects
- Particle class, creating for / Time for action – constructing the Particle class, What just happened?
- ExplosionManager class, adding to / Time for action – the ExplosionManager class, What just happened?
- explosions, creating / Time for action – creating explosions, What just happened?
- collision manager / The collision manager
- CollisionManager class, creating for / Time for action – creating the CollisionManager class, What just happened?
- player collisions / Time for action – player collisions, What just happened?
- sound effect, finding / Generating and finding sound effects
- sound effect, generating / Generating and finding sound effects
- game structure / The game structure
- game, structuring / Time for action – structuring the game, What just happened?
- game structure, drawing / Time for action – drawing the game structure, What just happened?
- AsteroidManager class
- about / Time for action – building the AsteroidManager class
- declarations, adding to / Time for action – building the AsteroidManager class
- creating, for Asteroid Belt Assault project / Time for action – building the AsteroidManager class, What just happened?
- constructor, adding / Time for action – building the AsteroidManager class
- Draw() method, adding to / Time for action – updating and drawing Asteroids
- Update() method, adding to / Time for action – updating and drawing Asteroids, Time for action – bouncing Asteroids – part 2, What just happened?
- BounceAsteroids() method, adding / Time for action – bouncing Asteroids – part 1, What just happened?
- asteroids
- positioning / Positioning the asteroids, What just happened?
- position, verifying / Time for action – checking the asteroid's position
- colliding / Colliding Asteroids
B
- Bejeweled
- about / Designing a puzzle game
- BinaryFormatter class / What just happened?
- BounceAsteroids() method / What just happened?
- BoundingBox class / What just happened?
- BoundingBoxRect property / What just happened?
- BoxCollision() method / What just happened?
C
- C#
- versus Visual Basic / What just happened?
- Camera.Position value / What just happened?
- Camera.Transform() method / What just happened?
- Camera class
- Camera module
- about / Defining a camera
- creating, for Robot Rampage project / Time for action – creating the Camera class, What just happened?
- declarations, adding / Time for action – creating the Camera class
- properties, adding / Time for action – creating the Camera class
- CellIsPassable() / What just happened?
- checkAsteroidToPlayerCollisions() method
- adding, to CollisionManager class / Time for action – player collisions
- CheckChanged event / Time for action – completing the editor – part 1
- CheckChanged event handler / Time for action – completing the editor – part 1
- CheckCollisions() method
- adding, to CollisionManager class / Time for action – using the CollisionManager class
- checkCurrentCellCode() helper method / Time for action – handling codes
- checkEnemyToPlayerCollisions() method
- adding, to CollisionManager class / Time for action – player collisions
- checkLevelTransition() method / What just happened?
- checkPlayerDeath() method / What just happened?
- checkPowerupPickups() method / Time for action – power-ups
- checkPowerupSpawns() method / Time for action – power-ups
- checkRocketSplashDamage() method / Time for action – awarding points
- CheckScoringChain() method / What just happened?, Time for action – generating fading pieces, Time for action – updating and displaying ScoreZooms, Time for action – adding difficulty levels
- checkShotEnemyImpacts() / Time for action – destroying enemies
- checkShotEnemyImpacts() method / Time for action – awarding points
- checkShotToAsteroid() method
- adding, to CollisionManager class / Time for action – player shot collisions
- checkShotToEnemy() method
- adding, to CollisionManager class / Time for action – player shot collisions
- checkShotToPlayerCollision() method
- adding, to CollisionManager class / Time for action – player collisions
- checkShotWallImpact() method / What just happened?
- checkShotWallImpacts() method / Time for action – shots colliding with tiles, Time for action – destroying enemies
- checkTileObstacles() method
- adding, to Player module / Time for action – accounting for walls
- checkWeaponUpgradeExpire() method / What just happened?
- checkWeaponUpgradExpire() method / Time for action – new weapons
- CInt
- versus Int / What just happened?
- CircleCollision() method / What just happened?, What just happened?
- class
- about / The Game1 class constructor
- class declaration area
- variables, adding to / Time for action – adding variables to the class declaration area
- classes, in Flood Control project
- about / Classes used in Flood Control
- GamePiece class / The GamePiece class, Time for action – build a GamePiece class - declarations, What just happened?
- GameBoard class / The GameBoard class
- class inheritance, in C#
- versus class inheritance, in Visual Basic / What just happened?
- ClearBoard() method
- adding, to GameBoard class / Time for action – initializing the game board
- about / What just happened?
- Click event handler / Time for action – completing the editor – part 1
- Clockwise variable / What just happened?
- CodeBasedBlocks variable / What just happened?
- code folding / What just happened?
- codes, Gemstone Hunter game
- handling / Processing other codes
- CodeValue entry / What just happened?
- CodeValue property / What just happened?
- collision detection
- about / Collision detection
- supporting / Time for action – supporting collision detection, What just happened?
- collision detection methods
- adding, to Sprite class / Time for action – building a new Sprite class
- collision detection properties
- adding, to Sprite class / Time for action – building a new Sprite class
- CollisionManager class
- about / The collision manager
- adding, to Asteroid Belt Assault project / Time for action – creating the CollisionManager class, What just happened?
- declarations, adding / Time for action – creating the CollisionManager class
- constructor, adding / Time for action – creating the CollisionManager class
- checkShotToEnemy() method, adding to / Time for action – player shot collisions
- checkShotToAsteroid() method, adding to / Time for action – player shot collisions
- checkShotToPlayerCollision() method, adding to / Time for action – player collisions
- checkEnemyToPlayerCollisions() method, adding to / Time for action – player collisions
- checkAsteroidToPlayerCollisions() method, adding to / Time for action – player collisions
- using / Time for action – using the CollisionManager class
- CheckCollisions() method, adding to / Time for action – using the CollisionManager class
- CollisionRectangle property / What just happened?
- collisions
- collisions, types
- player shot to enemy ship / Handling collisions
- player shot to asteroid / Handling collisions
- enemy shot to player / Handling collisions
- enemy ship to player / Handling collisions
- asteroid to player / Handling collisions
- Color class / What just happened?
- colors variable / What just happened?
- computer terminal
- building / Time for action – building a computer terminal
- spawning / Spawning computer terminals
- GoalManager module / Time for action – the GoalManager module
- ComputerTerminal class
- declarations, adding / Time for action – building a computer terminal
- constructor, adding / Time for action – building a computer terminal
- public methods, adding / Time for action – building a computer terminal
- constants
- versus numeric literals / What just happened?
- constructor
- adding, to GamePiece class / Time for action – building a GamePiece class – constructors, What just happened?
- adding, to GameBoard class / Time for action – initializing the game board
- creating, for ScoreZoom class / Time for action – creating the ScoreZoom class
- adding, to Sprite class / Time for action – Sprite constructor, Time for action – building a new Sprite class
- adding, to StarField class / Time for action – creating the StarField class
- adding, to AsteroidManager class / Time for action – building the AsteroidManager class
- adding, to ShotManager class / Time for action – adding the ShotManager class
- adding, to PlayerManager class / Time for action – creating the PlayerManager class
- adding, to Enemy class / Time for action – creating the Enemy class
- creating, for Particle class / Time for action – constructing the Particle class
- adding, to ExplosionManager class / Time for action – the ExplosionManager class
- adding, to CollisionManager class / Time for action – creating the CollisionManager class
- Contains() method / What just happened?
- Content Importers
- about / Introducing the Content Pipeline
- ContentManager instance / What just happened?
- ContentManager object / What just happened?
- Content Pipeline
- about / Introducing the Content Pipeline
- Content Processors
- about / Introducing the Content Pipeline
- Content Project
- about / Introducing the Content Pipeline
- CostDiagonal constant / What just happened?
- CostStraight constant / What just happened?
- costTracker dictionary / What just happened?
- createLargeExplosion() method / Time for action – shots colliding with tiles, What just happened?, Time for action – destroying enemies
- currentSquare variable / What just happened?
- CurrentTargetSquare / What just happened?
- CurrentTargetSquare vector / What just happened?
D
- Deactivate() method / What just happened?, What just happened?
- Dead property / Time for action – creating the Player class
- declarations
- adding, to ScoreZoom class / Time for action – creating the ScoreZoom class
- adding, to Sprite class / Time for action – declarations for the Sprite class, What just happened?, Time for action – building a new Sprite class
- adding, to StarField class / Time for action – creating the StarField class
- adding, to AsteroidManager class / Time for action – building the AsteroidManager class
- adding, to ShotManager class / Time for action – adding the ShotManager class
- adding, to PlayerManager class / Time for action – creating the PlayerManager class
- adding, to Enemy class / Time for action – creating the Enemy class
- adding, to EnemyManager class / Time for action – creating the EnemyManager class
- adding, to Particle class / Time for action – constructing the Particle class
- adding, to ExplosionManager class / Time for action – the ExplosionManager class
- adding, to CollisionManager class / Time for action – creating the CollisionManager class
- adding, to Camera module / Time for action – creating the Camera class
- adding, to TileMap module / Time for action – creating the TileMap module
- adding, to Player module / Time for action – handling input
- Dequeue() method / What just happened?
- Deserialize() method / What just happened?
- Destination property / What just happened?, What just happened?
- DetectShutdowns() method / What just happened?, Time for action – awarding points
- determineMoveDirection() / What just happened?
- determineMoveDirection() method / What just happened?
- DetermineScore() method / What just happened?
- DirectCost variable
- about / What just happened?
- do loop / What just happened?
- Draw() method / Classes for animated pieces, What just happened?, What just happened?, Time for action – adjacent squares, Time for action – adding the tile map to the game project, Time for action – building the GameObject class – part 2, Time for action – creating the Player class
- adding, to SquareChase! / The Draw() method, Time for action – draw SquareChase!
- about / The Draw() method, The Draw() method – the title screen, Time for action – creating the Asteroid Belt Assault project
- adding, to animated pieces / Drawing animated pieces, Time for action – update Game1 to draw animated pieces, What just happened?
- adding, to Sprite class / Time for action – drawing the Sprite
- adding, to ShotManager class / Time for action – updating and drawing shots
- adding, to PlayerManager class / Time for action – updating and drawing the player's ship
- adding, to Enemy class / Time for action – enemy update and draw, What just happened?
- adding, to EnemyManager class / Time for action – updating and drawing the EnemyManager
- adding, to Particle class / Time for action – updating and drawing particles, What just happened?
- adding, to ExplosionManager class / Time for action – updating and drawing explosions, What just happened?
- adding, to TileMap module / Time for action – drawing the tile map
- adding, to Player module / Time for action – building the Player module
- DrawEditModeItems() method / What just happened?
- drawEmptyPiece() method / What just happened?
- drawFadingPiece() method / What just happened?
- drawFallingPiece() method / What just happened?
- drawing and animation properties
- adding, to Sprite class / Time for action – building a new Sprite class
- drawRotatingPiece() method / What just happened?
- drawStandardPiece() method / What just happened?
- DrawString() method / What just happened?
- DurationProgress property / What just happened?
E
- #End Region directive / What just happened?
- EffectsManager class
- about / The EffectsManager class
- EffectsManager module
- declarations, adding / Time for action – the EffectsManager module
- Initialize() method, adding / Time for action – the EffectsManager module
- RandomDirection() method, adding / Time for action – the EffectsManager module
- Update() method, adding / Time for action – the EffectsManager module
- Draw() method, adding / Time for action – the EffectsManager module
- AddLargeExplosion() method / Time for action – building explosions
- AddSparkEffect() method, adding / Time for action – spark effects
- LoadContent() method / Time for action – spark effects
- endNode / What just happened?
- enemies
- destroying / Time for action – destroying enemies
- enemies, Gemstone Hunter game
- about / Enemies
- zombies, summoning / Time for action – summoning the zombies, What just happened?
- player-enemy interaction / Player-enemy interaction
- enemy AI methods
- Enemy class
- about / Enemy ships
- creating, for Asteroid Belt Assault project / Time for action – creating the Enemy class, What just happened?
- declarations, adding / Time for action – creating the Enemy class, Time for action – building the Enemy class
- constructor, adding to / Time for action – creating the Enemy class
- waypoint management / Time for action – waypoint management, What just happened?
- AddWaypoint() method, adding / Time for action – waypoint management, What just happened?
- Update() method, adding / Time for action – enemy update and draw
- Draw() method, adding to / Time for action – enemy update and draw, What just happened?
- building / Time for action – building the Enemy class, What just happened?
- constructor, adding / Time for action – building the Enemy class
- EnemyClaws / What just happened?
- enemy manager
- EnemyManager class
- about / Enemy ships, The EnemyManager class, What just happened?
- creating, for Asteroid Belt Assault project / Time for action – creating the EnemyManager class, What just happened?
- declarations, adding to / Time for action – creating the EnemyManager class
- waypoint, managing / Managing waypoints, Time for action – setting up the EnemyManager class, What just happened?
- setting up / Time for action – setting up the EnemyManager class
- setUpWaypoints() method, adding / Time for action – setting up the EnemyManager class, What just happened?
- SpawnEnemy() method, adding to / Time for action – spawning enemies
- SpawnWave() method, adding to / Time for action – spawning enemies
- updateWaveSpawns() method, adding to / Time for action – spawning enemies
- Update() method, adding / Time for action – updating and drawing the EnemyManager
- Draw() method, adding / Time for action – updating and drawing the EnemyManager
- EnemyManager module
- declarations, adding / Time for action – the enemy manager
- Initialize() method, adding / Time for action – the enemy manager
- AddEnemy() method, adding / Time for action – the enemy manager
- Update() method, adding / Time for action – the enemy manager
- enemy robots, Robot Rampage
- about / Enemy robots
- Enemy class / Enemy basics, Time for action – building the Enemy class
- enemies, moving / Moving enemies, What just happened?
- enemy manager / The enemy manager, Time for action – the enemy manager
- WeaponManager, updating / Updating the WeaponManager
- enemies, destroying / Time for action – destroying enemies
- EnemySpeed variable / What just happened?
- Enqueue() method / What just happened?, What just happened?
- enumeration
- about / What just happened?
- event handlers
- ExitToolStripMenuItem_Click() event handler / Time for action – creating the menu bar
- explosion effects, Asteroid Belt Assault project
- about / Explosion effects
- Particle class / Expanding on sprites – particles
- ExplosionManager class
- adding, to Asteroid Belt Assault project / Time for action – the ExplosionManager class, What just happened?
- declarations, adding / Time for action – the ExplosionManager class
- constructor, adding / Time for action – the ExplosionManager class
- about / What just happened?
- RandomDirection() method, adding to / Time for action – creating explosions
- AddExplosion() method, adding to / Time for action – creating explosions
- Update() method, adding to / Time for action – updating and drawing explosions, What just happened?
- Draw() method, adding to / Time for action – updating and drawing explosions, What just happened?
F
- FadingPiece class
- adding, to Flood Control project / Time for action – fading pieces, What just happened?
- fading pieces
- FallingPiece class
- adding, to Flood Control project / Time for action – falling pieces
- falling pieces
- FIFO (First In, First Out) / What just happened?
- FillFromAbove() method
- adding, to GameBoard class / Time for action – filling in the gaps
- findAdjacentNodes() method / What just happened?, Time for action – adjacent squares, What just happened?
- FindPath() method / Time for action – finding the path, What just happened?
- FinishedPlaying property / What just happened?
- fire and forget handling
- about / What just happened?
- FireShot() method / Time for action – firing shots, What just happened?
- adding, to ShotManager class / Time for action – firing shots, What just happened?
- adding, to PlayerManager class / Time for action – handling user input
- FireWeapon() method / What just happened?, Time for action – new weapons
- Fix
- versus Int / What just happened?
- FixScrollBarScales() / What just happened?
- Flipped property / What just happened?
- Flood Control Content (Content) project / Introducing the Content Pipeline
- Flood Control project
- about / Overview of the games, Designing a puzzle game
- concepts, focusing / Designing a puzzle game
- setting up / Time for action – setting up the Flood Control project, What just happened?
- classes / Classes used in Flood Control
- game, building / Building the game
- game-wide declarations / Time for action – Game1 declarations, What just happened?
- Initialize() method, updating / Time for action – updating the Initialize() method, What just happened?
- title screen, updating / Time for action – drawing the screen – the title screen, What just happened?
- play screen, drawing / Time for action – drawing the screen – the play screen, What just happened?
- scoring chains / Time for action – scores and scoring chains, What just happened?
- scores, evaluating / Time for action – scores and scoring chains, What just happened?
- mouse input, handling / Input handling, What just happened?
- player, playing / Time for action – letting the player play, What just happened?
- RotatingPiece class, adding to / Time for action – rotating pieces, What just happened?
- FallingPiece class, adding to / Time for action – falling pieces
- FadingPiece, adding to / Time for action – fading pieces, What just happened?
- GameOver game state, adding to / Adding the GameOver game state, What just happened?
- flood, tracking / Time for action – tracking the flood, What just happened?
- flood, displaying / Displaying the flood, Time for action – displaying the flood, What just happened?
- difficulty levels, adding / Difficulty levels, Time for action – adding difficulty levels
- floodCount variable / What just happened?
- form
- adding / Time for action – adding a form, What just happened?
- Windows Forms- XNA integration / What just happened?
- event handlers, adding / Time for action – adding event handlers
- filling / Filling out our form
- menu bar, creating / Time for action – creating the menu bar, What just happened?
- tile section controls / Time for action – tile selection controls, What just happened?
- scroll bars / Time for action – scroll bars
- final controls / Time for action – final controls
- connecting, to game / Connecting the form to the game, Time for action – completing the editor – part 1, What just happened?
- scrolling delay, fixing / Time for action – fixing the scrolling delay
- FormClosed event / Time for action – handling the FormClosed event
- Frame property / What just happened?
- FrameTime property / What just happened?
- functions
- about / What just happened?
G
- Game1 class
- constructor / The Game1 class constructor
- modifying, for generating rotating pieces / Time for action – modify Game1 to generate rotating pieces
- updating, for animated pieces updation / Time for action – updating Game1 to update animated pieces
- updating, for drawing animated pieces / Time for action – update Game1 to draw animated pieces, What just happened?
- SpriteFonts, adding to / Time for action – add SpriteFonts to Game1, What just happened?
- about / Time for action – creating the Asteroid Belt Assault project
- updating / Updating Game1
- declarations, adding / Time for action – updating the Game1 class
- checkPlayerDeath() method, adding / Time for action – updating the Game1 class
- game board
- creating / Creating the game board
- GameBoard class
- about / The GameBoard class
- tasks / The GameBoard class
- creating / Time for action – creating the GameBoard.cs class, What just happened?
- constructor, adding to / Time for action – initializing the game board
- ClearBoard() method, adding to / Time for action – initializing the game board
- helper methods / What just happened?
- updating / Updating GamePieces, Time for action – manipulating the GameBoard
- manipulating / Time for action – manipulating the GameBoard
- FillFromAbove() method, adding to / Time for action – filling in the gaps
- GenerateNewPieces() method, adding to / Time for action – generating new pieces
- water-filled pipes / Water-filled pipes
- water propogation, detecting / Propagating water, What just happened?
- PropagateWater() method, adding to / Time for action – making the connection
- GetWaterChain() method, adding to / Time for action – making the connection
- updating, for animated pieces support / Time for action – updating GameBoard to support animated pieces, What just happened?
- gameForm.Visible property / What just happened?
- gameForm_VisibleChanged() method / What just happened?
- GameManager module
- declarations, adding / Time for action – the GameManager module
- public methods, adding / Time for action – the GameManager module
- GameObject class
- building / Time for action – building the GameObject class – part 1, What just happened?, Time for action – building the GameObject class – part 3, What just happened?
- drawing / Drawing, animation, and movement
- animating / Drawing, animation, and movement
- movement / Drawing, animation, and movement
- map-based collision detection / Map-based collision detection
- GameOver game state
- adding, to Flood Control project / Adding the GameOver game state, What just happened?
- GamePiece
- identifying / Identifying a GamePiece
- GamePiece class
- about / The GamePiece class, Classes for animated pieces, What just happened?
- creating / Time for action – build a GamePiece class - declarations, What just happened?, Creating a GamePiece, What just happened?
- constructors, adding / Time for action – building a GamePiece class – constructors, What just happened?
- updating / Updating a GamePiece
- methods, adding to / Time for action – GamePiece class methods – part 1 – updating
- rotating pieces / Rotating pieces
- RotatePiece() method, adding to / Time for action – GamePiece class methods – part 2 – rotation, What just happened?
- pipe connectors / Pipe connectors
- GetOtherEnds() method, adding to / Time for action – GamePiece class methods – part 3 – connection methods, What just happened?
- GetSourceRect() method, adding to / Time for action – GamePiece class methods – part 4 – GetSourceRect, What just happened?
- game structure, Gemstone Hunter game
- about / Game structure
- game states, implementing / Time for action – implementing game states, What just happened?
- game structure, Robot Rampage
- about / Game structure
- GameManager module / Time for action – the GameManager module, What just happened?
- score, maintaining / Keeping score
- points, awarding / Time for action – awarding points, What just happened?
- Game1 class, updating / Time for action – updating the Game1 class
- Gemstone class
- Gemstone Hunter
- about / Overview of the games
- graphics, browsing / Borrowing graphics
- advanced tile engine / A more advanced tile engine
- map editor project / The map editor project
- Gemstone Hunter game
- animation strips / Animation strips
- AnimationStrip class, building / Time for action – building the AnimationStrip class, What just happened?
- animated game objects / Animated game objects
- GameObject class, building / Time for action – building the GameObject class – part 1, What just happened?
- player / The player
- levels, loading / Loading levels
- LevelManager module / The LevelManager module
- score tracking, implementing / Scoring, Time for action – implementing score tracking, What just happened?
- enemies / Enemies
- level transitions / Level transitions
- codes, processing / Processing other codes
- structure / Game structure
- GenerateComputers() method / What just happened?
- GenerateNewPieces() method
- adding, to GameBoard class / Time for action – generating new pieces
- GenerateRandomMap() method
- adding, to TileMap module / Time for action – random wall placement
- about / What just happened?
- Generic
- about / What just happened?
- getNewTargetSquare() method / What just happened?
- GetOtherEnds() method
- adding, to GamePiece class / Time for action – GamePiece class methods – part 3 – connection methods, What just happened?
- GetSourceRect() method
- adding, to GamePiece class / Time for action – GamePiece class methods – part 4 – GetSourceRect, What just happened?
- GetSquare() method / What just happened?
- GetSquareAtPixel() method / What just happened?
- GetSquareByPixel() method / What just happened?
- GetSquareByPixelX() method / What just happened?
- GetSquareByPixelY() method / What just happened?
- GetSquareCenter() method / What just happened?
- GetState() method / Handling user input
- GetTileAtPixel() method / What just happened?
- GetTileAtSquare() method / What just happened?
- GetWaterChain() method
- adding, to GameBoard class / Time for action – making the connection
- about / What just happened?
- GoalManager module
- about / Time for action – the GoalManager module
- declarations, adding / Time for action – the GoalManager module
- read-only property, adding / Time for action – the GoalManager module
- Initialize() method, adding / Time for action – the GoalManager module
- public methods, adding / Time for action – the GoalManager module
- graphics
- about / Borrowing graphics
- projects, creating / Time for action – creating projects, What just happened?
- GraphicsDeviceManager class / What just happened?
- GraphicsDeviceManager object / The Game1 class constructor
- GridLocation property
- about / What just happened?
- GridLocation vector
- about / What just happened?
H
- HandleGamepadInput() method
- adding, to PlayerManager class / Time for action – handling user input
- about / What just happened?
- handleInput() method / What just happened?
- HandleInput() method / Time for action – beginning the WeaponManager module
- HandleKeyboardInput() method
- addng, to PlayerManager class / Time for action – handling user input
- HandleMouseInput() method / Time for action – modify Game1 to generate rotating pieces
- HasConnector() method / What just happened?, What just happened?
- horizontalCollisionTest() method / What just happened?
I
- Imports directive / Time for action – creating the Player class
- imposeMovementLimits() method / Time for action – updating and drawing the player's ship, What just happened?
- Inherits notation / What just happened?
- initialColor variable / What just happened?
- initialDuration property / What just happened?
- Initialize() method
- about / The Initialize() method
- customizing / Time for action – customizing the Initialize() method
- updating, in Flood Control project / Time for action – updating the Initialize() method, What just happened?
- adding, to SoundManager class / Time for action – building a sound effects manager
- adding, to TileMap module / Time for action – creating the TileMap module
- adding, to Player module / Time for action – building the Player module
- installing
- XNA Game Studio / Time for action – installing XNA Game Studio, What just happened?
- Int
- versus Fix / What just happened?
- versus CInt / What just happened?
- Integrated Development Environment (IDE)
- Intersects() method / What just happened?
- IsActive() method / Time for action – waypoint management, What just happened?
- IsBoxColliding() method / What just happened?, What just happened?
- IsCircleColliding() method / What just happened?, What just happened?
- IsCompleted property / What just happened?
- IsEqualToNode() method
- about / What just happened?
- IsKeyDown() method / What just happened?
- IsMouseVisible property / What just happened?
- isOnScreen() method / Time for action – checking the asteroid's position, What just happened?
- IsWallTile() method / What just happened?
- IsWallTileByPixel() method / What just happened?
K
- keyboard and gamepad input methods
- adding, to Player module / Time for action – handling input
- KeyboardState class / What just happened?
L
- larger game world
- adjustments / A world larger than the screen
- LastSpawnCounter / What just happened?
- layerDepth parameter / What just happened?
- Length property / What just happened?
- Lerp
- about / What just happened?
- Lerp() method / What just happened?
- Level Editor
- about / What just happened?
- LevelManager module
- levels, Gemstone Hunter game
- loading / Loading levels
- level transitions
- about / Level transitions
- map transitions, supporting / Time for action – supporting map transitions, What just happened?
- LinearCost() function
- about / What just happened?
- linesCompletedThisLevel variable / Time for action – adding difficulty levels
- Load() method / What just happened?
- LoadContent() method / Classes for animated pieces, Time for action – add SpriteFonts to Game1, What just happened?, Time for action – spark effects, Time for action – beginning the WeaponManager module, Time for action – adding the tile map to the game project, What just happened?, What just happened?, Time for action – creating the Player class, Time for action – building the LevelManager module
- LoadLevel() method / Time for action – building the LevelManager module
- LoadMap() method / What just happened?, What just happened?
- Location property / What just happened?, What just happened?
- LoopAnimation / What just happened?
M
- Main() method / What just happened?
- map-based collision detection
- about / Map-based collision detection
- map codes
- MapEditor class / Time for action – adding a form, Time for action – tile selection controls, Time for action – final controls
- map editor project
- about / The map editor project
- creating / Creating the map editor project
- level editor project, creating / Time for action – creating the Level Editor project, What just happened?
- form, adding / Adding a form
- form, filling / Filling out our form, Time for action – creating the menu bar
- Game1 class, updating / Updating the Game1 class
- form, connecting to game / Connecting the form to the game
- maps, saving / Time for action – implementing loading and saving
- maps, loading / Time for action – implementing loading and saving
- passability / Passability
- map codes / Map codes
- FormClosed event, handling / Time for action – handling the FormClosed event, What just happened?, Have a go hero
- MapEditor_FormClosed() event handler / Time for action – handling the FormClosed event
- MapEditor_Load() event handler / What just happened?
- MapEditor_Load() method
- final controls / Time for action – final controls
- MapEditor_Load event / Time for action – tile selection controls
- MapEditor_Resize() method / Time for action – scroll bars
- MapEditor_Resize event / Time for action – scroll bars
- MapSquare class / Time for action – the MapSquare class
- map squares
- dealing with / Time for action – dealing with map squares, What just happened?
- MathHelper.Clamp() / What just happened?
- MathHelper class / What just happened?, What just happened?
- memory
- textures, reading into / Time for action – reading textures into memory, What just happened?
- Me notation / What just happened?
- method
- about / What just happened?
- method overload
- about / Sprites and sprite sheets
- methods
- about / The Game1 class constructor
- adding, to GamePiece class / Time for action – GamePiece class methods – part 1 – updating
- adding, to Camera module / Time for action – creating the Camera class
- Microsoft.Xna.Framework namespace / What just happened?
- Mouse class / What just happened?
- mouse input
- handling / Input handling, What just happened?
- MouseState class / What just happened?
- Move() method / What just happened?
N
- namespaces
- importing / What just happened?
- newAnimation variable / What just happened?
- newPosition / What just happened?
- Next() method / What just happened?, What just happened?
- NextAnimation property / What just happened?
- Normalize() method / What just happened?
- normalized normals
- about / What just happened?
- normalized vector
- about / What just happened?
- normal vector
- about / What just happened?
- numeric literals
- versus constants / What just happened?
O
- ObjectIsVisible() method
- about / What just happened?
- objects
- about / The Game1 class constructor
- OnGround property / What just happened?
- openList / What just happened?
- Overload Resolution Error
- about / What just happened?
- Overrides modifier / Classes for animated pieces
P
- PadLeft() method / What just happened?
- ParentNode member variable
- about / What just happened?
- Particle class
- about / Expanding on sprites – particles
- creating, for Asteroid Belt Assault project / Time for action – constructing the Particle class, What just happened?
- declarations, adding / Time for action – constructing the Particle class
- constructor, creating for / Time for action – constructing the Particle class
- Update() method, adding / Time for action – updating and drawing particles, What just happened?
- Draw() method, adding / Time for action – updating and drawing particles, What just happened?
- Particle class, Robot Rampage
- about / Time for action – the Particle class
- Update() method, adding / Time for action – the Particle class
- Draw() method, adding / Time for action – the Particle class
- particle explosions
- particles
- about / Expanding on sprites – particles
- passability / Passability
- Passable property / What just happened?
- PathFinder.FindPath() method / What just happened?
- PathFinder module
- about / Time for action – beginning the implementation of A*
- addNodeToOpenList() method, adding / Time for action – beginning the implementation of A*
- FindPath() method, adding / Time for action – finding the path
- findAdjacentNodes() method, adding / Time for action – adjacent squares
- path finding, Robot Rampage
- about / Pathfinding
- A* path-finding algorithm / The A* Pathfinding algorithm
- PathNode class
- pictureBox_SizeChanged() method / What just happened?
- pieceDrawn variable / What just happened?
- pieceLocation vector / What just happened?
- pieceSpeedScale variable / What just happened?
- pipe connectors
- about / Pipe connectors
- Play() method / What just happened?, What just happened?
- PlayAnimation() method / Time for action – building the GameObject class – part 2, What just happened?
- PlayEnemyShot() method
- adding, to SoundManager class / Time for action – building a sound effects manager
- player's score
- displaying, with SpriteFonts / Score display
- player-enemy interaction
- about / Player-enemy interaction
- zombies, interacting with / Time for action – interacting with zombies, What just happened?
- player class
- creating / Time for action – creating the Player class, What just happened?
- Update() method, overriding / Running..., What just happened?
- jumping / ...and jumping, Time for action – overriding the Update() method – part 2
- staying, on screen / Staying on the screen
- camera, repositioning / Time for action – repositioning the camera
- PlayerDead state / What just happened?
- player goals, Robot Rampage
- about / Player goals
- computer terminal, building / Computer terminals, Time for action – building a computer terminal, What just happened?
- computer terminal, spawning / Spawning computer terminals
- PlayerManager class
- creating, for Asteroid Belt Assault project / Time for action – creating the PlayerManager class, What just happened?
- declarations, adding to / Time for action – creating the PlayerManager class
- constructor, adding to / Time for action – creating the PlayerManager class
- FireShot() method, adding to / Time for action – handling user input
- HandleKeyboardInput() method, adding to / Time for action – handling user input
- HandleGamepadInput() method, adding to / Time for action – handling user input
- player's ship, drawing / Time for action – updating and drawing the player's ship, What just happened?
- player's ship, updating / Time for action – updating and drawing the player's ship, What just happened?
- Update() method, adding / Time for action – updating and drawing the player's ship
- Draw() method, adding / Time for action – updating and drawing the player's ship
- Player module
- about / Building the Player module
- creating, for Robot Rampage project / Time for action – building the Player module, What just happened?
- Initialize() method, adding to / Time for action – building the Player module
- declarations, adding / Time for action – handling input
- keyboard and gamepad input methods, adding to / Time for action – handling input
- Update() method, updating / Time for action – handling input
- Movement Limitations region, creating / Time for action – staying in bounds
- repositionCamera() method, adding to / Time for action – staying in bounds, What just happened?
- checkTileObstacles() method, adding to / Time for action – accounting for walls
- playerScore variable / What just happened?
- playerSprite.Location property / What just happened?
- PlayExplosion() method
- adding, to SoundManager class / Time for action – building a sound effects manager
- PlayPlayerShot() method
- adding, to SoundManager class / Time for action – building a sound effects manager
- play screen
- pointSpeedMax variable / What just happened?
- pointSpeedMin variable / What just happened?
- position-related properties
- adding, to Sprite class / Time for action – building a new Sprite class
- Position property / What just happened?
- power-ups
- about / Time for action – power-ups
- placing / Safely placing power-ups
- PreparingDeviceSettings event / What just happened?
- private members
- accessing / What just happened?
- projects
- backing up / What just happened?
- PropagateWater() method
- adding, to Gameboard class / Time for action – making the connection
- about / What just happened?
- properties
- adding, to Camera module / Time for action – creating the Camera class
- properties, Sprite class / Time for action – basic Sprite properties, What just happened?
- puzzle game
- designing / Designing a puzzle game
- Puzzler
- about / Designing a puzzle game
Q
- Queue class
- methods / What just happened?
- about / What just happened?
R
- #Region directive / What just happened?
- radians
- working with / What just happened?
- Random class / What just happened?
- RandomDirection() method
- adding, to ExplosionManager class / Time for action – creating explosions
- about / What just happened?
- random map
- RandomPiece() method
- about / What just happened?
- randomVelocity() method / What just happened?
- rand variable / What just happened?
- reachedTargetSquare() / What just happened?
- Rectangle object / What just happened?
- Reflect() method / What just happened?
- regions
- about / What just happened?
- ReloadLevel() method / Time for action – building the LevelManager module
- remainingDuration property / What just happened?
- RemoveKeys queue
- about / What just happened?
- RemoveSuffix() method / Time for action – GamePiece class methods – part 1 – updating
- Replace() method / Time for action – GamePiece class methods – part 1 – updating
- repositionCamera() method
- adding, to Player module / Time for action – staying in bounds, What just happened?
- ResetEffects() method / Time for action – the GameManager module
- resetGame() method / What just happened?
- ResetWater() method / What just happened?
- ResetWeaponSystems() method / Time for action – the GameManager module
- Resize event / Time for action – scroll bars
- Robot Rampage
- about / Overview of the games
- visual effects / Visual effects
- weaponry, adding / Adding weaponry
- path finding / Pathfinding
- power-ups, placing safely / Safely placing power-ups
- player goals / Player goals
- enemy robots / Enemy robots
- game structure / Game structure
- Robot Rampage project
- creating / Time for action – creating the Robot Rampage project
- Camera module, creating for / Time for action – creating the Camera class, What just happened?
- Sprite class, creating for / Time for action – building a new Sprite class, What just happened?
- TileMap module, adding / Time for action – creating the TileMap module, What just happened?
- player, adding / Adding the player
- Player module, adding to / Time for action – building the Player module, What just happened?
- keyboard support, providing / Moving around the world, Time for action – handling input, What just happened?
- input, handling / Time for action – handling input
- limitations, for players / Staying in bounds, Running into tiles, Time for action – accounting for walls, What just happened?
- RotatePiece() method
- adding, to GamePiece class / Time for action – GamePiece class methods – part 2 – rotation, What just happened?
- RotatingPiece class
- about / Classes for animated pieces, What just happened?
- adding, to Flood Control project / Time for action – rotating pieces, What just happened?
- declarations, adding / Time for action – rotating pieces
- rotating pieces
- about / Time for action – rotating pieces, What just happened?, Rotating pieces
- generating, by modifying Game1 class / Time for action – modify Game1 to generate rotating pieces
- RotationAmount property / What just happened?
- Run() method / What just happened?
S
- .spritefont file / What just happened?
- <Serializable()> attribute / Time for action – the MapSquare class
- SaveMap() method / What just happened?
- score tracking, Gemstone Hunter game
- implementing / Scoring, Time for action – implementing score tracking, What just happened?
- ScoreZoom class
- about / ScoreZooms
- creating / Time for action – creating the ScoreZoom class
- declarations, adding to / Time for action – creating the ScoreZoom class
- constructor, creating for / Time for action – creating the ScoreZoom class
- Update() method, adidng to / Time for action – creating the ScoreZoom class
- displaying / Time for action – updating and displaying ScoreZooms, What just happened?
- updating / Time for action – updating and displaying ScoreZooms, What just happened?
- SelectedIndexChanged event / Time for action – completing the editor – part 1
- Serialize() method / What just happened?
- SetSquare() method / What just happened?
- SetTileAtCell() method / What just happened?
- SetTileAtSquare() method / What just happened?
- setUpWaypoints() method / What just happened?
- sfxr
- ShotManager class
- about / Player and enemy shots, Time for action – adding the ShotManager class
- building, for Asteroid Belt Assault project / Time for action – adding the ShotManager class, What just happened?
- declarations, adding / Time for action – adding the ShotManager class
- constructor, adding to / Time for action – adding the ShotManager class
- FireShot() method, adding to / Time for action – firing shots, What just happened?
- Update() method, adding to / Time for action – updating and drawing shots, What just happened?
- Draw() method, adding to / Time for action – updating and drawing shots
- shot to map collisions
- shots, colliding with tiles / Time for action – shots colliding with tiles
- sound, XNA / Sound in XNA, Time for action – building a sound effects manager, What just happened?
- SoundEffect
- and SoundEffectInstance classes / What just happened?
- SoundEffectInstance classes
- and SoundEffect / What just happened?
- sound effects
- about / Sound effects
- finding / Generating and finding sound effects
- generating / Generating and finding sound effects
- sound effects manager
- SoundManager class
- Initialize() method, adding to / Time for action – building a sound effects manager
- PlayExplosion() method, adding to / Time for action – building a sound effects manager
- PlayPlayerShot() method, adding to / Time for action – building a sound effects manager
- PlayEnemyShot() method, adding to / Time for action – building a sound effects manager
- using / Time for action – using the SoundManager class, What just happened?
- Source property / What just happened?
- SpawnEnemy() method
- adding, to EnemyManager class / Time for action – spawning enemies
- SpawnWave() method
- adding to EnemyManager class / Time for action – spawning enemies
- Sprite
- about / Sprites and sprite sheets
- sprite
- about / Another definition for sprite
- SpriteBatch.Begin() method / What just happened?
- SpriteBatch.Draw() call / Animated pieces
- SpriteBatch.Draw() method / What just happened?
- spriteBatch.End() / Time for action – adjacent squares
- SpriteBatch class
- about / The declarations area
- SpriteBatch overloads
- about / SpriteBatch overloads
- spriteBatch variable / The declarations area
- Sprite class
- creating, for Asteroid Belt Assault project / Building the Sprite class, Time for action – declarations for the Sprite class
- declarations, adding to / Time for action – declarations for the Sprite class, What just happened?
- constructor, adding to / Time for action – Sprite constructor, Time for action – building a new Sprite class
- properties / Time for action – basic Sprite properties, What just happened?
- drawing properties / Time for action – animation and drawing properties, What just happened?
- animation properties / Time for action – animation and drawing properties, What just happened?
- animation frames, adding / Time for action – adding animation frames
- AddFrame() method, adding to / Time for action – adding animation frames
- updating / Time for action – updating the Sprite, What just happened?
- Update() method, adding to / Time for action – updating the Sprite, What just happened?, Time for action – building a new Sprite class
- Draw() method, adding to / Time for action – drawing the Sprite, Time for action – building a new Sprite class
- about / Expanding on sprites – particles, World-aware sprites
- creating, for Robot Rampage project / Time for action – building a new Sprite class, What just happened?
- declarations, adding / Time for action – building a new Sprite class
- position-related properties, adding / Time for action – building a new Sprite class
- drawing and animation properties, adding to / Time for action – building a new Sprite class
- collision detection properties, adding to / Time for action – building a new Sprite class
- collision detection methods, adding to / Time for action – building a new Sprite class
- animation-related methods, adding to / Time for action – building a new Sprite class
- working / Time for action – viewing the Sprite and Camera classes in action, What just happened?
- Sprite constructor
- SpriteEffects parameter / What just happened?
- SpriteFonts
- about / SpriteFonts
- adding, to Game1 class / Time for action – add SpriteFonts to Game1, What just happened?
- and extended characters / What just happened?
- player's score, displaying / Score display
- sprites
- about / The declarations area
- versus textures / Sprites and sprite sheets
- compositing / What just happened?
- sprite sheets
- about / Sprites and sprite sheets
- coordinates / Sprite sheet coordinates
- spriteSheet texture / What just happened?
- SquareChase
- about / Building your first game
- Update() method, coding for / Time for action – coding Update() for SquareChase, What just happened?
- SquareChase!
- Draw() method, adding to / The Draw() method, Time for action – draw SquareChase!
- playing / Time for action – play SquareChase!
- SquareChase mini game
- variables / What just happened?
- data types / What just happened?
- SquareChase mini game, data types
- Integer / What just happened?
- Single / What just happened?
- SquareChase mini game, variables
- rand / What just happened?
- squareTexture / What just happened?
- currentSquare / What just happened?
- playerScore / What just happened?
- timeRemaining / What just happened?
- TimePerSquare / What just happened?
- colors / What just happened?
- SquareChase project
- SquareScreenRectangle() method / What just happened?
- squareTexture
- squareTexture variable / What just happened?
- SquareWorldRectangle() method / What just happened?
- StarField class
- creating, for Asteroid Belt Assault project / Time for action – creating the StarField class, What just happened?
- declarations, adding / Time for action – creating the StarField class
- constructor, adding to / Time for action – creating the StarField class
- Draw() method, adding to / Time for action – updating and drawing the StarField, What just happened?
- Update() method, adding to / Time for action – updating and drawing the StarField, What just happened?
- drawing / Time for action – updating and drawing the StarField, What just happened?
- working / Time for action – viewing the StarField in action, What just happened?
- startingEnd parameter / What just happened?
- StartNewGame() method / What just happened?
- StartNewLevel() method / Time for action – adding difficulty levels, What just happened?
- StartNewWave() method / What just happened?
- statusTracker / What just happened?
- statusTracker dictionary / What just happened?
- subs
- about / What just happened?
T
- TargetElapsedTime property / The Update() method
- TerminalInSquare() method / What just happened?
- Tetris
- about / Designing a puzzle game
- TextChanged event handler / Time for action – completing the editor – part 1
- Texture2D class / What just happened?
- textures
- reading, into memory / Time for action – reading textures into memory, What just happened?
- versus sprites / Sprites and sprite sheets
- about / Sprites and sprite sheets
- Tick event / What just happened?
- tile engine
- constructing / Constructing the Tile Engine
- TileMap module / Time for action – the TileMap module – part 1, What just happened?, Time for action – the TileMap module – part 2, What just happened?
- tile map, drawing / Drawing the Tile Map
- layer depths, specifying / What just happened?
- TileEngine class / Map codes
- tile engines
- about / The game world – tile-based maps
- creating / The game world – tile-based maps
- tile index
- about / Dealing with tiles
- tile map
- about / Tiles, The tile map
- drawing / Time for action – drawing the tile map, What just happened?, Time for action – the TileMap module – part 3, What just happened?
- layer depths / What just happened?
- adding, to game project / Time for action – adding the tile map to the game project, What just happened?
- TileMap class / What just happened?
- TileMap module
- adding, to Robot Rampage project / Time for action – creating the TileMap module, What just happened?
- declarations, adding / Time for action – creating the TileMap module
- Initialize() method, adding to / Time for action – creating the TileMap module
- GenerateRandomMap() method, adding to / Time for action – random wall placement
- GenerateRandomMap() method, adding / Time for action – random wall placement
- tiles
- handling / Time for action – handling tiles, What just happened?
- TileSourceRectangle() function / Time for action – the TileMap module – part 1
- TileSourceRectangle method / What just happened?
- TilesPerRow property / Time for action – the TileMap module – part 1, What just happened?
- Tile_Sheet.png file
- about / Sprites and sprite sheets
- TimePerSquare variable / What just happened?
- timer / What just happened?
- timeRemaining variable / What just happened?
- timerGameUpdate_Tick() event handler / What just happened?
- TintColor property / What just happened?, What just happened?
- TitleScreen state / What just happened?
- TogglePassable() method / Time for action – the MapSquare class
- Transform() method / What just happened?
- Transform() methods / What just happened?
- TrueType fonts
- about / SpriteFonts
- Try...Catch blocks / What just happened?
- tryToSpawnPowerup() / What just happened?
- tryToSpawnPowerup() method / Time for action – power-ups, What just happened?, Time for action – updating the WeaponManager class
- Type Character
- about / What just happened?
U
- Update() method / Classes for animated pieces, Time for action – spark effects, Time for action – shots colliding with tiles, Have a go hero, What just happened?, Time for action – building the GameObject class – part 2, What just happened?, Time for action – creating the Player class
- about / The Update() method, Time for action – creating the Asteroid Belt Assault project
- coding, for SquareChase / Time for action – coding Update() for SquareChase, What just happened?
- adding, to ScoreZoom class / Time for action – creating the ScoreZoom class
- adding, to Sprite class / Time for action – updating the Sprite, What just happened?
- adding, to AsteroidManager class / Time for action – bouncing Asteroids – part 2, What just happened?
- adding, to ShotManager class / Time for action – updating and drawing shots, What just happened?
- adding, to PlayerManager class / Time for action – updating and drawing the player's ship
- adding, to Enemy class / Time for action – enemy update and draw
- adding, to EnemyManager class / Time for action – updating and drawing the EnemyManager
- adding, to Particle class / Time for action – updating and drawing particles, What just happened?
- adding, to ExplosionManager class / Time for action – updating and drawing explosions, What just happened?
- adding, to Player module / Time for action – building the Player module
- overriding / Time for action – overriding the Update() method – part 1, What just happened?
- UpdateAnimatedPieces() method / Time for action – updating GameBoard to support animated pieces, What just happened?, Calling UpdateAnimatedPieces(), What just happened?
- updateAnimation() helper method / Time for action – building the GameObject class – part 2
- updateAnimation() method / What just happened?
- UpdateFadingPieces() method / Time for action – updating GameBoard to support animated pieces
- UpdateFallingPieces() method / Time for action – updating GameBoard to support animated pieces
- UpdatePiece() method / What just happened?, What just happened?
- UpdateRotatingPieces() method / Time for action – updating GameBoard to support animated pieces
- UpdateScoreZooms() method / What just happened?
- updateWaveSpawns() method / Time for action – spawning enemies, What just happened?
- adding, to EnemyManager class / Time for action – spawning enemies
V
- variables
- adding, to class declaration area / Time for action – adding variables to the class declaration area
- Vector2.Distance() method
- about / What just happened?
- vector normalization
- about / What just happened?
- Velocity property / What just happened?
- verticalCollisionTest() method / What just happened?
- verticalOffset parameter / What just happened?
- Visual Basic
- versus C# / What just happened?
- Visual Basic arrays
- about / What just happened?
- Visual Basic versus C#
- property names, comparing / What just happened?
- visual effects, Robot Rampage
- Particle class / Revisiting particles, Time for action – the Particle class
- EffectsManager class / The EffectsManager class
- EffectsManager module / Time for action – the EffectsManager module
- explosions, building / Time for action – building explosions
- spark effects / Time for action – spark effects
- Visual Studio
- other versions / Time for action – installing XNA Game Studio
- Visual Studio 2010 Express
W
- WaypointReached() method / Time for action – waypoint management, What just happened?
- WeaponFireDelay property / Time for action – new weapons
- WeaponManager
- updating / Updating the WeaponManager
- WeaponManager class
- WeaponManager module
- about / The WeaponManager
- declarations, adding / Time for action – beginning the WeaponManager module
- properties, adding / Time for action – beginning the WeaponManager module
- AddShot() method, adding / Time for action – beginning the WeaponManager module
- FireWeapon() method, adding / Time for action – beginning the WeaponManager module
- Draw() method, adding / Time for action – beginning the WeaponManager module
- Update() method, adding / Time for action – beginning the WeaponManager module
- weaponry, Robot Rampage
- WeaponManager / The WeaponManager
- weapon upgrades / Weapon upgrades
- triple cannon / Weapon upgrades
- rocket launcher / Weapon upgrades
- shot to map collisions / Shot to map collisions
- power-ups / Power-ups
- WeaponsManager module / Time for action – the GameManager module
- WeaponSpeed / What just happened?
- Windows game project
- Windows Phone Developers Tools
- about / SpriteFonts
- Windows Phone SDK
- and XNA / Installing XNA Game Studio
- WorldLocation property / What just happened?
- WorldRectangle property / What just happened?, What just happened?
X
- XACT
- about / Sound in XNA
- Xbox controller / Moving around the world
- XNA
- games, overview / Overview of the games
- and Windows Phone SDK / Installing XNA Game Studio
- other versions / Time for action – installing XNA Game Studio
- first game, building / Building your first game
- new Windows game project, creating / Time for action – creating a new Windows game project, What just happened?
- about / SpriteFonts
- sound / Sound in XNA, Time for action – building a sound effects manager, What just happened?
- XNA game
- anatomy / Anatomy of an XNA game
- declarations area / The declarations area
- XNA Game Studio
- system requisites / System requirements
- installing / Time for action – installing XNA Game Studio, What just happened?