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Microsoft XNA Game Studio Creator’s Guide- P1

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Microsoft XNA Game Studio Creator’s Guide- P1: The release of the XNA platform and specifically the ability for anyone to write Xbox 360 console games was truly a major progression in the game-programming world. Before XNA, it was simply too complicated and costly for a student, software hobbyist, or independent game developer to gain access to a decent development kit for a major console platform.

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  1. ® ™ Microsoft XNA Game Studio Creator’s Guide Second Edition
  2. A BOUT THE AUTHORS... Stephen Cawood is a former Microsoft employee and recovering Halo fan. Stephen has written a number of books including Augmented Reality: A Practical Guide, Microsoft Content Management Server 2002: A Complete Guide, The Unauthorized Halo 2 Battle Guide: Advanced Combat Techniques, The Black Art of Halo Mods, and Halo 2 Hacks. Stephen currently works for Metalogix Software and lives in Hal- ifax, Nova Scotia, with his wife Christa and two well-behaved kittens. Pat McGee is a former games programmer and has worked on the Clifford the Big Red Dog video game series. In addition to writing the first edition of the Microsoft XNA Game Studio Creator’s Guide, Pat has also written a book called Games Pro- gramming in C++ and DirectX. Since 2001, Pat has developed and taught several courses in games programming at the British Columbia Institute of Technology. Pat is an Instructor in the Software Systems Developer program at the British Columbia Institute of Technology. Pat lives in North Vancouver, British Columbia, with his wife Yumi and their son Owen. Nick Gravelyn is a two-time Microsoft MVP in the DirectX/XNA category. He has written countless articles and blog posts relating to XNA, and has recorded many hours of video tutorials. He is currently the owner and lead programmer of Metacreature, an indie software company.
  3. ® ™ Microsoft XNA Game Studio Creator’s Guide Second Edition Stephen Cawood Pat McGee New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto
  4. Copyright © 2009 by The McGraw-Hill Companies. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval sys- tem, without the prior written permission of the publisher. ISBN: 978-0-07-161407-8 MHID: 0-07-161407-9 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-161406-1, MHID: 0-07-161406-0. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every occurrence of a trademarked name, we use names in an editorial fashion only, and to the sbenefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. To contact a representative please visit the Contact Us page at www.mhprofessional.com. All trademarks or copyrights mentioned herein are the possession of their respective owners and McGraw-Hill makes no claim of ownership by the mention of products that contain these marks. Information has been obtained by McGraw-Hill from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, McGraw-Hill, or others, McGraw-Hill does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from the use of such information. TERMS OF USE This is a copyrighted work and The McGraw-Hill Companies, Inc. (“McGraw-Hill”) and its licensors reserve all rights in and to the work. Use of this work is subject to these terms. Except as permitted under the Copyright Act of 1976 and the right to store and retrieve one copy of the work, you may not decompile, disassemble, reverse engineer, reproduce, modify, create derivative works based upon, trans- mit, distribute, disseminate, sell, publish or sublicense the work or any part of it without McGraw-Hill’s prior consent. You may use the work for your own noncommercial and personal use; any other use of the work is strictly prohibited. Your right to use the work may be terminated if you fail to comply with these terms. THE WORK IS PROVIDED “AS IS.” McGRAW-HILL AND ITS LICENSORS MAKE NO GUARANTEES OR WARRANTIES AS TO THE ACCURACY, ADEQUACY OR COMPLETENESS OF OR RESULTS TO BE OBTAINED FROM USING THE WORK, INCLUDING ANY INFORMATION THAT CAN BE ACCESSED THROUGH THE WORK VIA HYPERLINK OR OTHERWISE, AND EXPRESSLY DISCLAIM ANY WARRANTY, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. McGraw-Hill and its licensors do not warrant or guarantee that the functions contained in the work will meet your requirements or that its operation will be uninterrupted or error free. Neither McGraw-Hill nor its licensors shall be liable to you or anyone else for any inaccuracy, error or omission, regardless of cause, in the work or for any damages resulting therefrom. McGraw-Hill has no responsibility for the content of any information accessed through the work. Under no circumstances shall McGraw-Hill and/or its licensors be liable for any indirect, incidental, special, punitive, consequential or similar damages that result from the use of or inability to use the work, even if any of them has been advised of the possibility of such damages. This limitation of liability shall apply to any claim or cause whatsoever whether such claim or cause arises in contract, tort or otherwise.
  5. I dedicate this book to my father, John Cawood. To protect his children from a future that would have included military service under an oppressive regime, my dad left our home in 1978 and moved to Canada. That decision provided me with the sort of opportunities that led to this book project. In 1994, when South Africa became a truly democratic country, my father once again did the right thing and returned. His goal was lofty—to help South Africa reach its potential—but that’s what he worked for every day. I miss him and so does the rest of our family, but it is his homeland that misses him most of all. —Stephen Cawood To my wife Yumi for supporting me on this project and to my parents Jack and Donna McGee for assistance along the way. —Pat McGee
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  7. Contents At A Glance 1 Set Up an XNA Development Environment 1 2 Developer Basics 7 3 Behind the Game Window 21 4 2D Games 31 5 Introduction to 3D Graphics Programming 55 6 Shaders 69 7 Animation Introduction 91 8 Character Movement 103 9 Texturing Your Game World 119 10 Adding Skies and Horizons to Your Levels 143 11 Index Buffers 155 12 Combining Images for Better Visual Effects 165 13 Score Tracking and Game Stats 191 14 3D Models 201 15 Vectors 233 16 Matrices 247 17 Building a Graphics Engine Camera 267 v vii
  8. viii MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE 18 Collision Detection 285 19 Ballistics 305 20 Particle Effects 323 21 Keyframe Animations 343 22 Lighting 353 23 Input Devices 377 24 Content Pipeline Processors 401 25 Terrain with Height Detection 419 26 Animated Models 437 27 Adding Audio to Your Game 459 28 Multiplayer Gaming 491 29 Networking 505 Index 527
  9. Contents ACKNOWLEDGMENTS, xix INTRODUCTION, xxi 1 Set Up an XNA Development Environment 1 Set Up an XNA Development Environment, 2 Install the Software, 3 Join the Xbox 360 Creators Club, 3 Using XNA Game Studio Connect, 3 Connect Your PC to Your Xbox 360, 3 Deploying a Game to Your Zune, 4 Selling Your Games with LIVE Community Games, 5 Download the Examples for This Book, 5 XNA and Your PC Video Card, 6 2 Developer Basics 7 Managing the Code Project, 8 Opening Microsoft XNA Game Studio, 8 Creating a Game Studio Project, 8 Opening an Existing Game Studio Project, 8 Coding Differences Between Windows, the XBox 360, and the Zune, 9 Creating a Windows Game Project, 9 Creating an Xbox 360 Game Project, 10 Creating a Zune Game Project, 11 i ix
  10. x MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE Editing Your Code, 12 Adding and Removing Code Files to and from the Project, 12 Compiling and Running Game Studio Projects, 12 Saving the Game Studio Project, 13 Deploying an Xbox 360 Game Project, 14 Debugging, 15 Error List, 15 Errors, 15 Warnings, 16 Pausing the Program to View Logic and Variable Values at Run Time, 16 Watch Lists, 18 Chapter 2 Review Exercises, 19 3 Behind the Game Window 21 Creating the XNA Game Foundation, 22 Initializing the Game Application, 23 GraphicsDeviceManager, 24 SpriteBatch, 24 ContentManager, 24 Initialize(), 25 LoadContent(), 25 Drawing and Updating the Game Application, 25 Draw(), 26 Update(), 26 Closing the Game Application, 26 Basic XNA Game Window Example, 26 Chapter 3 Review Exercise, 28 4 2D Games 31 The Two-Dimensional Coordinate System, 32 Using Image Files in 2D Games, 33 Content Pipeline Overview, 33 Loading and Storing Images, 33 Textures, 33 Animated Sprites, 34 Enabling Transparency, 35 Drawing and Animating Your Sprites, 35 Title Safe Region, 37
  11. C O N T E N T S xi Adding Collision Detection, 37 Rectangle Collision Checking, 37 Transformation Matrices, 37 Per Pixel Collision Checking, 39 Handling User Input Devices, 40 Keyboard Input, 40 GamePad Input, 41 Porting your 2D Games to the Zune, 41 A Starter 2D Game Example, 42 Adding the Images, 42 Animating the Asteroid, 43 Controlling the Ship, 45 Adding in Collision Detection, 48 Completing the 2D Game, 52 Chapter Exercises, 53 5 Introduction to 3D Graphics Programming 55 Primitive Objects, 56 Drawing Syntax, 57 Primitive Object Types, 57 Vertex Types, 58 VertexDeclaration, 59 DrawUserPrimitives, 59 Drawing Primitive Objects Example, 59 Triangle Strip, 61 Triangle List, 63 Drawing a Line Strip, 65 Adding a Line List, 66 Adding a Point List, 67 Chapter 5 Review Exercises, 68 6 Shaders 69 Graphics Pipeline, 70 Shaders, 70 Shader Structure, 71 High Level Shader Language, 72 XNA’s BasicEffect Class, 86 Setting Properties Within the BasicEffect Class, 87 Chapter 6 Review Exercises, 89
  12. xii MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE 7 Animation Introduction 91 Right Hand Rule, 92 Matrix Logic, 93 Transformation Order, 94 XNA Matrix Syntax, 94 Identity Matrix, 94 Scaling Matrix, 95 Rotation Matrices, 95 Translation Matrices, 95 Steps for Drawing a Primitive Object or a 3D Model, 96 Declaring and Initializing Individual Matrices, 96 Building the Cumulative World Matrix, 96 Setting the Shader Values, 96 Drawing the Object, 97 Applying Transformations: Earth and Moon Example, 97 Chapter 7 Review Exercises, 101 8 Character Movement 103 Direction, 104 Calculating Direction Using Trigonometry, 104 Calculating Direction Using Speed, 105 Calculating Direction Using Vectors, 107 Scaling Animations with Time Lapse Between Frames, 108 Character Movement Example, 109 Chapter 8 Review Exercises, 118 9 Texturing Your Game World 119 Texture Introduction, 120 UV Coordinates, 120 C# Syntax for Textures, 120 Shader Implementation for Textures, 122 Transparent Textures, 127 Alpha Channel, 127 Texture Tiling, 127 Texture Coloring, 128 Texture Example, 129 Billboarding Example, 140 Texture Coloring Example, 140 Chapter 9 Review Exercises, 141 10 Adding Skies and Horizons to Your Levels 143 The Skybox, 144 Terragen Photorealistic Scenery Rendering Software, 145
  13. C O N T E N T S xiii Using Terragen to Create a Skybox, 146 Chapter 10 Review Exercises, 153 11 Index Buffers 155 Index Buffers, 156 Managing Vertex Data with Index Buffers and Vertex Buffers, 158 Chapter 11 Review Exercises, 163 12 Combining Images for Better Visual Effects 165 Sprites, 166 Image Frame Swapping for 2D Animations, 166 SpriteBatch, 166 Restoring 3D Drawing Settings After Drawing with a SpriteBatch, 167 Image Frame Animations, 169 Sprite on the Heads-Up-Display Example, 169 Animated Texture Example, 174 Multitexturing, 178 Multipass Rendering from the Shader’s Technique, 178 Calling a Pass in the Shader, 179 Water Using Multitexturing Example, 179 Water Using Multitexturing Example, Continued: Adding Waves, 187 Chapter 12 Review Exercises, 190 13 Score Tracking and Game Stats 191 Font Example: Displaying Text in the Game Window, 193 Loading the Font Type Data, 193 Ensuring Your Fonts Are Drawn in the Visible Portion of the Window, 196 Drawing the Font, 197 Font Example: Displaying a Frames-per-Second Count, 198 Chapter 13 Review Exercises, 200 14 3D Models 201 3D Modeling Tools, 202 MilkShape 3D Intro Example: Creating a Windmill, 203 Loading the Model in XNA, 214 Loading the Models, 214 Drawing the Model In XNA, 215 Loading and Animating the Windmill in Code, 216 Adding a Car as a Third-Person Object, 219 Chapter 14 Review Exercises, 232
  14. xiv MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE 15 Vectors 233 Vector Types, 234 Vector Addition, 234 Vector Subtraction, 236 Vector Scaling, 236 Vector Scaling, Example 1, 236 Vector Scaling, Example 2, 237 Normal Vectors, 238 Cross Product, 238 Cross Product Example, 239 Normalization, 240 Pythagorean Theorem, 241 Using the Pythagorean Theorem to Calculate the Vector Length, 241 Using Normalization to Compute the Unit Vector, 242 Using the Normalize( ) Method to Compute the Unit Vector, 243 Dot Product, 243 Dot Product Method, 244 Dot Product Example, 244 Chapter 15 Review Exercises, 246 16 Matrices 247 Matrix Multiplication, 248 Matrix Types, 248 Transformation Matrices, 253 Translation Matrix, 254 Scaling Matrix, 256 Rotation Matrix X Axis, 258 Rotation Matrix Y Axis, 260 Rotation Matrix Z Axis, 262 Identity Matrix, 263 Chapter 16 Review Exercises, 265 17 Building a Graphics Engine Camera 267 Camera Vectors, 268 Camera Matrices, 268 World Matrix, 269 View Matrix, 269 Projection Matrix, 269 Camera Example, 271 Creating the Camera Class Shell, 271 Initializing the Camera from Your Game Class, 272
  15. C O N T E N T S xv Moving and Strafing, 274 Rotating the View, 277 Triggering Changes to the View from the Game Class, 282 Building the Base Code from Scratch Example, 284 Chapter 17 Review Exercises, 284 18 Collision Detection 285 Fine-Tuning Your Collision Detection Systems, 286 Early Warning Systems, 287 ContainmentType, 287 BoundingSphere, 288 Initializing the Bounding Sphere, 288 Intersects(), 288 Contains, 288 BoundingBox, 288 Intersects(), 289 Contains(), 289 Collision Detection Example: Initializing and Drawing Bounding Spheres, 290 Collision Detection Example: Implementing BoundingSphere Collision Checking, 299 Collision Detection Example: Implementing BoundingBox Collision Checking, 302 Chapter 18 Review Exercises, 304 19 Ballistics 305 Linear Projectiles, 306 Arcing Projectile, 306 Linear Projectiles Example, 309 Arcing Projectiles Example, 319 Chapter 19 Review Exercises, 321 20 Particle Effects 323 Point Sprites, 324 Custom Vertex Declarations, 330 Fire Example Using Point Sprites, 331 Chapter 20 Review Exercises, 341 21 Keyframe Animations 343 Interpolation, 344 Curves, 344
  16. xvi MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE Keyframe Animation Example, 345 Chapter 21 Review Exercises, 351 22 Lighting 353 Lighting Methods, 354 Source Lights, 354 Reflective Lighting Properties of Materials, 355 Implementing Directional Lighting Using XNA’s BasicEffect Class, 356 BasicEffect Default Lighting, 356 Directional Lighting Example, 357 Implementing Point Light Using the Phong Reflection Model, 362 Calculating Point Light, 364 Point Light in the Pixel Shader Example, 365 Point Light in the Vertex Shader Example, 373 Chapter 22 Review Exercises, 375 23 Input Devices 377 Handling Keyboard Input, 378 Handling Mouse Input, 379 Handling Controller Input, 379 Game Pad States, 380 Handling Pressed and Released States, 381 Thumbsticks, 381 Triggers, 382 Adjusting the Input Device Responsiveness, 382 Adding a Rumble, 382 Input Example, 383 Zune Input Handling, 396 Zune Input Device Example, 397 Chapter 23 Review Exercises, 399 24 Content Pipeline Processors 401 Content Processors, 402 ContentImporter, 403 ContentTypeWriter, 403 ContentTypeReader, 404 Custom Content Processor Example, 404 Building a Custom Content Processor in Windows, 405 Chapter 24 Review Exercises, 417 25 Terrain with Height Detection 419 Height Maps, 420 Creating a Height Map Using Terragen, 421
  17. C O N T E N T S xvii Height Map Code Example, 425 Chapter 25 Review Exercises, 436 26 Animated Models 437 The Quake II Format, 438 A Closer Look at the .md2 Data, 439 Textures with .md2 Format, 440 Animating Models in Milkshape, 440 Creating the Quake II Model, 441 Loading Your Quake II Model in Code, 446 Loading and Controlling Quake II Models in Code, 451 Loading the Quake II Weapon, 454 Chapter 26 Review Exercises, 457 27 Adding Audio to Your Game 459 About XACT, 460 The Song and SoundEffect Alternative, 460 Programming XACT Audio, 460 XACT Audio Project File, 461 Audio Engine, 461 Global Settings, 462 Wave Banks, 462 Sound Banks, 462 Space Audio Example: Part A, 464 Launching the XACT Authoring Tool, 465 Creating a Wave Bank, 465 Adding a Sound Bank, 465 Referencing the Spaceship Engines, Firing Sound, and Beeping Sounds, 466 Setting the Category Property for Beep0, 466 Creating an Infinite Loop, 467 Adding a Finite Loop, 467 Testing Your Audio, 468 Cue Instance Variables, 468 Creating a New RPC Preset, 469 Enabling Volume Attenuation, 471 Saving Your Audio Project, 473 Space Audio Example: Part B, 473 Loading, Drawing, and Animating the Spacecraft, 473 Space Audio Example: Part C, 477 Adding Audio, 477 Space Audio Example: Part D, 482 Adding 3D Audio, 482
  18. xviii MICROSOFT XNA GAME STUDIO CREATOR’S GUIDE Zune Audio Example, 487 Chapter 27 Review Exercises, 489 28 Multiplayer Gaming 491 Viewport, 492 Creating Separate Cameras for Each Player, 493 Adjusting the View, 493 Adjusting the Projection, 493 Handling the User Input, 494 Split-Screen Code Example, 494 Chapter 28 Review Exercises, 503 29 Networking 505 Peer-to-Peer Networks, 506 Client/Server Networks, 506 Efficient Bandwidth Use, 506 XNA’s Code Framework, 507 GamerServicesComponent, 507 NetworkSession, 507 Session Events, 508 Local Network Gamer, 509 Updating the Session, 509 PacketWriter, 510 PacketReader, 510 Updating the Network, 511 Network Example: Peer to Peer, 511 Setting Up the Network Class, 511 Adding Network Capability to the Game Class, 514 Network Example: Client/Server, 521 Chapter 29 Review Exercises, 526 Index 527
  19. Acknowledgments you to people at Microsoft for a great game platform and for ad- Thank vocacy of our project. Thank you Andy Dunn (the ZMan) and Shawn Hargreaves for excellent community contributions. Nick Gravelyn has been an incredible resource for this project—Nick, we are very grateful for your help and input. For guidance and assistance from the British Columbia Institute of Technology, thank you to Kevin Cudihee, Medhat Elmasry, Jason Harrison, and Dr. Benjamin Yu. Thank you to a publishing team who are an excellent group to work with: Roger Stewart, Joya Anthony, Rachel Gunn, Carly Stapleton. —Pat McGee Big thanks go to Nick Gravelyn for his technical expertise. I’d also like to thank my agent Neil J. Salkind, Roger Stewart (our Editorial Director) from McGraw-Hill, and the rest of the MGH team: Joya Anthony, Rachel Gunn, and Carly Stapleton. It has been great working with MGH again and I look forward to our next project together. In the last, but not least, category, thanks go to my wife Christa for her support. —Stephen Cawood Credits: CF-18 model, Eric Bancroft Hotrod model, Sheila Nash Zarlag model, Phillip T. Wheeler For use of Terragen images, John McLusky: http://www.planetside.co.uk/terragen/ For support on MilkShape, Mete Cirigan: http://www.milkshape3d.com/ Permission to use Quake II model format granted under the GPL from id Software: http://www.idsoftware.com x xix
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