Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
XNA 4 3D Game Development by Example: Beginner's Guide

You're reading from   XNA 4 3D Game Development by Example: Beginner's Guide Create action-packed 3D games with the Microsoft XNA Framework with this book and ebook.

Arrow left icon
Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849687089
Length 322 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to XNA FREE CHAPTER 2. Cube Chaser – A Flat 3D World 3. Cube Chaser – It's A-Mazing! 4. Cube Chaser – Finding Your Way 5. Tank Battles – A War-torn Land 6. Tank Battles – The Big Guns 7. Tank Battles – Shooting Things 8. Tank Battles – Ending the War 9. Mars Runner 10. Mars Runner – Reaching the Finish Line

Interface components


While we currently use an undocumented set of keyboard keys to rotate the various parts of our tank, such controls are not very user friendly. After all, if you did not know they were in the code, how would you ever know to press them without some kind of prompting?

Instead of using keys, we will implement a basic set of user interface controls right on the game screen itself. These will include buttons and text fields, both to provide the player with information about the game and to accept user input and commands.

Even in 3D games, most of the user interface (UI) elements will be composed of 2D items, so we will return to using SpriteBatch for the first time since our introduction to XNA in Chapter 1, Introduction to XNA.

In designing our user interface, we know we will need to accomplish two main goals:

  • Allow each player to aim their cannon and fire at the opponent

  • Display information about the current aiming values for the cannon, so the player can make the appropriate...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image