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 – detecting hits


To detect hits, perform the following steps:

  1. 1. To the TankBattlesGame class' declarations area, add the following fields:

    float gameOverTimer = 0.0f;
    float gameOverDelay = 8.0f;
    float impactDistance = 2.5f;
  2. 2. In the CreateUIElements() method of the TankBattlesGame class, create a new text block to hold the Game Over message when it should be displayed by adding the following to the end of the method:

    uiElements.Add("gameOverText",
        UIHelper.CreateTextblock("gameOverText", "", 220, 100));
  3. 3. Replace the current case GameState.GameOver section of the Update() method with:

    case GameState.GameOver:
        gameOverTimer += (float)gameTime.ElapsedGameTime.TotalSeconds;
        if (gameOverTimer > gameOverDelay)
        {
            UIHelper.SetElementVisibility(
                "gameOverText", 
                false, 
                uiElements);
            gameState = GameState.TitleScreen;
        }
        break;
  4. 4. To the CheckForShotImpacts() method inside the if statement and just before...