Beginning dotNET Game Programming in VB.NET by Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress

By Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress

The authors use a truly pleasant voice, and cite a number of famous video games as shows of the basics they describe in the course of the text.
— Jason Salas, Microsoft MVP, ASP.NET
This long-awaited identify offers a transparent creation to video game programming for you, C# programmers! Microsoft insiders have written an easy-to-read advisor, so that you can begin programming video games speedy. This booklet even contains an creation to controlled DirectX9, and different complex .NET beneficial properties, like animation and sounds.
Code examples are literally whole video games, and contain .Nettrix , .Netterpillars, River Pla.NET, Magic KindergarteN., D-iNfEcT, Nettrix II (for the Pocket PC), and a model of the vintage video game, Spacewars.

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Method IsEmpty Checks if the square at a particular location (a given X and Y) is empty, therefore telling you when a block is in motion. Method Redraw Forces the full redraw of the game field. This will be used when a line has been erased or when another window has overlapped yours. Nettrix: GDI+ and Collision Detection In a real project, you would possibly go beyond this point, refining all methods to include their interfaces (received parameters and return values) and specifying the data types for the properties, which would probably lead to another revision of your class diagram.

You move the blocks using the default value of the SquareSize property, assigned to 10 in the class definition. This means that the blocks will always move a square down, left, or right, so you don’t have to worry about the square’s alignment. Nettrix: GDI+ and Collision Detection There’s one more detail to include in this procedure: the test for collision detection. The block can’t move down, left, or right if there are any squares (or screen limits) in the way. Since the block itself can’t know if other blocks are in the way, it must ask the GameField class if it can move this way.

To provide a vision of a real coding phase, you’ll sometimes use such techniques to validate the code written step by step. You’ll go through three versions, from your first draft to the final code: 1. First draft: Code the Square class. 2. Second draft: Code the Block class. 3. Final version: Code the GameField class and the game engine. You start coding from the lowest level class, Square, in the next section. First Draft: Coding the Square Class Reviewing the game project, you find the basic structure of the class and create the public class interface.

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