Building your First Mobile Game using XNA 4.0 by Brecht Kets

By Brecht Kets

Construction a 3D video game for the home windows mobilephone 7 platform. Drawing second and 3D portraits on home windows telephone. utilizing the wealthy services of the home windows cell platform. making a customized framework step-by-step that would act as a base for development (future) video games. an interesting and palms on beginner's advisor to home windows telephone 7 3D online game improvement utilizing XNA 4.0.

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Fields Start by changing the type of the background, enemy, and hero to GameSprite. Also add a field type RenderContext. GameSprite _background, _enemy, _hero; RenderContext _renderContext; Initialize Here we will instantiate our render context. We will also instantiate our background, enemy, and hero. Finally we will set the position of the hero and the enemy, as these are now stored in the object itself. Initialize(); } LoadContent Here we set the SpriteBatch property and the GraphicsDevice property of our render context.

By switching the parts we render, we can make it appear as if the character is walking. In the following screenshot, you can see the sprite sheet that we will be using. It is 256 pixels wide and contains eight different frames. Each frame is 32 pixels wide by 39 pixels high. Note that it is also possible to have multiple rows in a single sprite sheet. The GameAnimatedSprite class The GameAnimatedSprite class is an extension of the GameSprite class. The extra functionality it will offer is drawing sprite animations, this means calculating which DrawRect to use (a parameter we use in our GameSprite class to draw the sprite), plus offering functionality to pause, play and loop animations.

The location is simply a new point where the x value is the x size times the current frame, and the y value is 0. This will only shift the rectangle about the x axis. 5. Set the DrawRect property of the base class to the newly calculated frame rectangle. 6. Increment the current frame. Then if the current frame is greater-than-orequal to the total number of frames, set the current frame to 0 and if we are looping, play again. ElapsedGameTime. Update(renderContext); } Updating Hero2D Finally, we need to update our Hero2D class so it uses the animated sprites.

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