Book Image

Building your First Mobile Game using XNA 4.0

By : Brecht Kets, Thomas Goussaert
Book Image

Building your First Mobile Game using XNA 4.0

By: Brecht Kets, Thomas Goussaert

Overview of this book

With the dawn of the Windows Phone 7 platform, Microsoft has offered us an easy way to create 3D mobile games. In this book, we will build a 3D game for Windows Phone 7 together, taking full advantage of the graphics and touch capabilities, along with the sensors of the platform."Building your First Mobile Game using XNA 4.0" is the book for starting game development on the Windows Phone 7 platform. This book will go over the technical aspects of building games along with designing your own framework. Finally we'll build an actual game together from the ground up! This book will set future mobile game developers in the right direction.The XNA framework empowers us to build 2D and 3D games for PC, Xbox 360 and Windows Phone 7. We will use those capabilities to create stunning 3D games for the Windows Phone 7 platform. We will start by covering the basics like drawing graphics, followed by building a custom framework and end with building a game together!In this book, we will cover drawing 2D and 3D graphics, both static and animations. We will also cover the various ways of handling user input and help set the mood of our game playing both 2D and 3D sound, and accessing the user's media library. The only thing left before building a game is covering several techniques created for making our life easier while building the game, whilst building a framework to do just that. Finally, we'll build a 3D game together that will run on the Windows Phone 7 platform."Building your First Mobile Game using XNA 4.0" is the book you need to get started with mobile game development for Windows Phone 7. Its hands on approach will set you on your way in no time. Let's build some games!
Table of Contents (16 chapters)

Collision


Now we will implement collision, and by collision we actually mean collision detection. We will detect whether two objects are currently colliding with each other. We can then create appropriate actions. Not that we will not actually implement the physical collision (for instance a car hitting the wall). If we want to do this, we should use a physics engine.

We will make a difference between 2D collision and 3D collision. When testing for collision of two 2D game objects, we use rectangles. This rectangle surrounds the object, and we can then check whether these rectangles intersect with each other. Note that if you have a cross for instance, the bounding rectangle will be too big for the object, but for our intended purposes, a rectangle will do just fine.

3D collision is very similar to 2D collision; the only difference is that we will use the BoundingBox class instead of the Rectangle class. All the steps are the same as with 2D collision, but we make use of 3D coordinates. This...