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lesson 3 in xna programing games and the game code in c #

11/04/2010

in the name of Alla
this is lesson number 3 on xna games programing in c# i will put the code here
and book lesson in the link 


using System;
 using System.Collections.Generic;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Audio;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.GamerServices;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Input;
 using Microsoft.Xna.Framework.Net;
 using Microsoft.Xna.Framework.Storage;
 
 namespace XNAtutorial
 {
     public struct PlayerData
     {
         public Vector2 Position;
         public bool IsAlive;
         public Color Color;
         public float Angle;
         public float Power;
     }
 
     public class Game1 : Microsoft.Xna.Framework.Game
     {
         GraphicsDeviceManager graphics;
         SpriteBatch spriteBatch;
         GraphicsDevice device;
 
         int screenWidth;
         int screenHeight;
 
         Texture2D backgroundTexture;
         Texture2D foregroundTexture;
         Texture2D carriageTexture;
         Texture2D cannonTexture;
 
         PlayerData players;
         int numberOfPlayers = 4;
 
         public Game1()
         {
             graphics = new GraphicsDeviceManager(this);
             Content.RootDirectory = "Content";
         }
 
         protected override void Initialize()
         {
             graphics.PreferredBackBufferWidth = 500;
             graphics.PreferredBackBufferHeight = 500;
             graphics.IsFullScreen = false;
             graphics.ApplyChanges();
             Window.Title = "Riemer's 2D XNA Tutorial";
 
             base.Initialize();
         }
 
         protected override void LoadContent()
         {
             device = graphics.GraphicsDevice;
             spriteBatch = new SpriteBatch(device);
 
             screenWidth = device.PresentationParameters.BackBufferWidth;
             screenHeight = device.PresentationParameters.BackBufferHeight;
 
 
            backgroundTexture = Content.Load ("background");
            foregroundTexture = Content.Load ("foreground");
 
            carriageTexture = Content.Load ("carriage");
            cannonTexture = Content.Load ("cannon");
            SetUpPlayers();
 
         }
 
         private void SetUpPlayers()
         {
             Color playerColors = new Color[10];
             playerColors[0] = Color.Red;
             playerColors[1] = Color.Green;
             playerColors[2] = Color.Blue;
             playerColors[3] = Color.Purple;
             playerColors[4] = Color.Orange;
             playerColors[5] = Color.Indigo;
             playerColors[6] = Color.Yellow;
             playerColors[7] = Color.SaddleBrown;
             playerColors[8] = Color.Tomato;
             playerColors[9] = Color.Turquoise;
 
             players = new PlayerData[numberOfPlayers];
             for (int i = 0; i < numberOfPlayers; i++)
             {
                 players[i].IsAlive = true;
                 players[i].Color = playerColors[i];
                 players[i].Angle = MathHelper.ToRadians(90);
                 players[i].Power = 100;                
             }
 
             players[0].Position = new Vector2(100, 193);
             players[1].Position = new Vector2(200, 212);
             players[2].Position = new Vector2(300, 361);
             players[3].Position = new Vector2(400, 164);
         }
 
         protected override void UnloadContent()
         {
         }
 
         protected override void Update(GameTime gameTime)
         {
             if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                 this.Exit();
 
             base.Update(gameTime);
         }
 
         protected override void Draw(GameTime gameTime)
         {
             graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
 
             spriteBatch.Begin();
             DrawScenery();
             DrawPlayers();
             spriteBatch.End();
 
             base.Draw(gameTime);
         }
 
         private void DrawScenery()
         {
             Rectangle screenRectangle = new Rectangle(0, 0, screenWidth, screenHeight);
             spriteBatch.Draw(backgroundTexture, screenRectangle, Color.White);
             spriteBatch.Draw(foregroundTexture, screenRectangle, Color.White);
         }
 
         private void DrawPlayers()
         {
             foreach (PlayerData player in players)
             {
                 if (player.IsAlive)
                 {
                     spriteBatch.Draw(carriageTexture, player.Position, Color.White);
                 }
             }
         }
     }
 ; }


to download the xna book
download

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