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

This long-awaited identify presents a transparent advent to online game programming for you, C# programmers! Microsoft insiders have written an easy-to-read consultant, so that you can commence programming video games speedy. This e-book even contains an creation to controlled DirectX nine, and different complicated .NET positive aspects, like animation and sounds.

Code examples are literally entire 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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Extra info for Beginning .NET Game Programming in C#

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Bounding boxes for an archer and a monster In the game code, you must test if there's any overlap between the boxes to test for collision, instead of testing every single pixel of the images. In Figure 1-7, for example, if the box surrounding the arrow touches the box surrounding the monster, it's a hit. Using bounding boxes on the sample in Figure 1-7 will probably lead to good results, although as a rule it's better to use smaller boxes for the player. If a monster blows up when a bullet (or arrow) just misses it by a pixel, the player won't 9 Chapter 1 complain; but if the situation is reversed, the player will feel cheated by the game.

If your broad phase test tells you the two rectangles are in proximity, then you can begin testing for finer-grained collisions. This is done in a variety of ways, but you'll stick to simple proximity tests for now. You can easily see where the complexity gets higher and higher when you're dealing with hundreds, if not thousands, of these types of tests. To make it even more complex, imagine that all these bounding boxes are moving in real time. It's pretty easy to see why complex games need faster computers and graphics cards when you think about challenges like collision testing.

For instance, how can you check if there is no block below the current block? How can you erase the horizontal line you just managed to fill? We'll discuss these points in the next section. 28 ·Nettrix: GDI+ and Collision Detection The Class Diagram: Final Version In order to check the previous block positions to see if there are any blocks below the current block or if there are any filled lines, you must have a way to store and check each of the squares of the block, independently of the original blocks (remember, when you erase a line, you can erase just a square or two from a given block).

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