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    Overview Overview Presentation Transcript

    • Game Development with Microsoft XNA Studio
      Tran Minh Triet
      Faculty of Information Technology
      University of Science, VNU-HCM
    • Acknowledgement
      This presentation reuses materials from:
      “XNA Game Studio 3.0”
      by Frank Savage, Architect, Microsoft Corporation
      presented at PDC 2008
      “XNA Studio: Introduction to XNA”
      by Brian Keller, Product Manager, Microsoft Corporation
      presented at PDX 2006
      Demonstration“Mini Age of Empires”
      by Nguyen KhacHuy, Le Vu Thai Bao
      University of Science, VNU-HCM, 2009
    • XNA Timeline
      2005
      2006
      2004
      Windows and Xbox tools convergence
      XACT, PIX
      Common Controller, Live on Windows
      SDK teams committed to this effort for current and new tools
      Showed progress on tools convergence
      Announced
      “XNA Studio”
      Tech Preview at GDC
      XNA Game Studio Express
    • XNA Timeline
      2008
      Future
      2007
      XNA Game Studio 2.0
      To be used with all versions of Visual Studio 2005
      XNA Game Studio 3.0
      for Visual Studio 2008
    • What is XNA Game Studio?
      XNA Game Studio
      Extends Visual Studio 2008
      to create games using C#
      Framework
      XNA Framework
      Cross-platform game
      development framework and runtime
      .NET for Xbox 360 and Zune
      Custom version of the
      .NET Compact Framework
    • XNA Game Studio
      XNA
      Game Studio
      Visual Studio
      2008
      Content
      Pipeline
      Device
      Management
      XNA
      Framework
      Application Model
      Content Pipeline
      Graphics
      Audio
      Math
      Input
      Networking
      Gamer
      Services
      Platform
      Windows
      Xbox 360
      Zune
    • Game Flow (1)
      Load
      Content
      Start
      Update
      Draw
      End
      Unload
      Content
    • Game Flow (2)
      // This is a texture we can render.
      Texture2DmyTexture;
      // Set the coordinates to draw the sprite at.
      Vector2spritePosition = Vector2.Zero;
      protectedoverridevoidLoadContent()
      {
      // Create a new SpriteBatch,
      // which can be used to draw textures.
      spriteBatch = newSpriteBatch(GraphicsDevice);
      myTexture = Content.Load<Texture2D>("mytexture");
      }
    • Game Flow (3)
      protectedoverridevoidDraw(GameTimegameTime)
      {
      graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
      // Draw the sprite.
      spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
      spriteBatch.Draw(myTexture,
      spritePosition,
      Color.White);
      spriteBatch.End();
      base.Draw(gameTime);
      }
    • Game Flow (4)
      protectedoverridevoidUpdate(GameTimegameTime)
      {
      // Allows the game to exit
      if (GamePad.GetState(PlayerIndex.One).Buttons.Back
      ==ButtonState.Pressed)
      this.Exit();
      // Move the sprite around.
      spritePosition.X += 1;
      spritePosition.Y+= 1;
      base.Update(gameTime);
      }
    • Texture, Sprite, 2D Graphics
    • Demo