Microsoft XNA Game Studio 3.0: Learn Programming Now!

Overview

Now you can build your own games for Windows, Xbox 360, and Zune—as you learn the underlying skills and concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required!

Teach yourself how to program—and bring your game ideas to ...

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Overview

Now you can build your own games for Windows, Xbox 360, and Zune—as you learn the underlying skills and concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required!

Teach yourself how to program—and bring your game ideas to life!

  • Learn XNA and C# fundamentals—and extend the challenge with each chapter
  • Write code to create and control game behavior
  • Build your game’s display—colors, graphics, text, lighting, 3-D effects
  • Capture and cue sounds
  • Process input from gamepads and keyboards
  • Add excitement to gameplay with timers, scoring, and survival
  • Create multiplayer features
  • Tweak existing games—and invent totally new ones
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Product Details

  • ISBN-13: 9780735626584
  • Publisher: Microsoft Press
  • Publication date: 6/26/2009
  • Edition description: Second Edition
  • Edition number: 2
  • Pages: 400
  • Sales rank: 1,500,768
  • Product dimensions: 7.30 (w) x 8.90 (h) x 1.20 (d)

Meet the Author

Rob Miles has been teaching computer programming for more than 25 years. An expert on Visual C#® and a Microsoft® MVP for Device Application Development, Rob enjoys inspiring new and experienced programmers. As well as writing his own games, programs, and poetry, Rob has consulted on a wide range of commercial software projects.

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Table of Contents

Dedication;
Acknowledgments;
Introduction;
Who This Book Is For;
System Requirements;
Code Samples;
Support for This Book;
Questions and Comments;
Getting Started;
Chapter 1: Computers, C#, XNA, and You;
1.1 Introduction;
1.2 How the Book Works;
1.3 C# and XNA;
1.4 Getting Started;
1.5 Writing Your First Program;
1.6 Conclusion;
1.7 Chapter Review Questions;
Chapter 2: Programs, Data, and Pretty Colors;
2.1 Introduction;
2.2 Making a Game Program;
2.3 Working with Colors;
2.4 Controlling Color;
2.5 Conclusion;
2.6 Chapter Review Questions;
Chapter 3: Getting Player Input;
3.1 Introduction;
3.2 Reading a Gamepad;
3.3 Using the Keyboard;
3.4 Adding Vibration;
3.5 Program Bugs;
3.6 Conclusion;
3.7 Chapter Review Questions;
Images, Sound, and Text;
Chapter 4: Displaying Images;
4.1 Introduction;
4.2 Resources and Content;
4.3 Using Resources in a Game;
4.4 Conclusion;
4.5 Chapter Review Questions;
Chapter 5: Writing Text;
5.1 Introduction;
5.2 Text and Computers;
5.3 Getting the Date and Time;
5.4 Making a Prettier Clock with 3-D Text;
5.5 Creating Fake 3-D;
5.6 Conclusion;
5.7 Chapter Review Questions;
Chapter 6: Creating a Multi-Player Game;
6.1 Introduction;
6.2 Conclusion;
6.3 Chapter Review Questions;
Chapter 7: Playing Sounds;
7.1 Adding Sound;
7.2 Conclusion;
7.3 Chapter Review Questions;
Chapter 8: Creating a Timer;
8.1 Making Another Game;
8.2 Finding Winners Using Arrays;
8.3 Conclusion;
8.4 Chapter Review Questions;
Chapter 9: Reading Text Input;
9.1 Using the Keyboard in XNA;
9.2 Working with Arrays, Objects, and References;
9.3 Displaying Keys;
9.4 Conclusion;
9.5 Chapter Review Questions;
Writing Proper Games;
Chapter 10: Using C# Methods to Solve Problems;
10.1 Introduction;
10.2 Playing with Images;
10.3 Creating a Zoom-Out;
10.4 Conclusion;
10.5 Chapter Review Questions;
Chapter 11: A Game as a C# Program;
11.1 Introduction;
11.2 Creating Game Graphics;
11.3 Projects, Resources, and Classes;
11.4 Creating Game Objects;
11.5 Conclusion;
11.6 Chapter Review Questions;
Chapter 12: Games, Objects, and State;
12.1 Introduction;
12.2 Adding Bread to Your Game;
12.3 Adding Tomato Targets;
12.4 Conclusion;
12.5 Chapter Review Questions;
Chapter 13: Making a Complete Game;
13.1 Introduction;
13.2 Making a Finished Game;
13.3 Improving Code Design;
13.4 Adding a Background;
13.5 Adding a Title Screen;
13.6 Conclusion;
13.7 Chapter Review Questions;
Chapter 14: Classes, Objects, and Games;
14.1 Introduction;
14.2 Design with Objects;
14.3 Classes and Structures;
14.4 References;
14.5 Value and Reference Types;
14.6 Creating a Sprite Class Hierarchy;
14.7 Adding a Deadly Pepper;
14.8 Conclusion;
14.9 Chapter Review Questions;
Chapter 15: Creating Game Components;
15.1 Introduction;
15.2 Objects and Abstraction;
15.3 Constructing Class Instances;
15.4 Adding 100 Killer Tangerines;
15.5 Adding Artificial Intelligence;
15.6 Adding Game Sounds;
15.7 From Objects to Components;
15.8 Conclusion;
15.9 Chapter Review Questions;
Chapter 16: Creating Multi-Player Networked Games;
16.1 Introduction;
16.2 Networks and Computers;
16.3 Xbox Live;
16.4 Bread and Cheese Pong;
16.5 Conclusion;
16.6 Making Games for Fun;
16.7 verysillygames.com;
16.8 Chapter Review Questions;
Answers to the Chapter Review Questions;
Chapter 1;
Chapter 2;
Chapter 3;
Chapter 4;
Chapter 5;
Chapter 6;
Chapter 7;
Chapter 8;
Chapter 9;
Chapter 10;
Chapter 11;
Chapter 12;
Chapter 13;
Chapter 14;
Chapter 15;
Chapter 16;
Glossary;
About the Author;
Rob Miles;

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