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XNA 4.0 Game Development by Example: Beginner's Guide

You're reading from   XNA 4.0 Game Development by Example: Beginner's Guide The best way to start creating your own games is simply to dive in and give it a go with this Beginner‚Äôs Guide to XNA. Full of examples, tips, and tricks for a solid grounding.

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Product type Paperback
Published in Sep 2010
Publisher Packt
ISBN-13 9781849690669
Length 428 pages
Edition 1st Edition
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (15) Chapters Close

XNA 4.0 Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
Preface
1. Introducing XNA Game Studio FREE CHAPTER 2. Flood Control – Underwater Puzzling 3. Flood Control – Smoothing Out the Rough Edges 4. Asteroid Belt Assault – Lost in Space 5. Asteroid Belt Assault – Special Effects 6. Robot Rampage – Multi-Axis Mayhem 7. Robot Rampage – Lots and Lots of Bullets 8. Gemstone Hunter – Put on Your Platform Shoes 9. Gemstone Hunter – Standing on Your Own Two Pixels Index

Sprites and sprite sheets


As far as XNA and the SpriteBatch class are concerned, a sprite is a 2D bitmapped image that can be drawn either with or without transparency information to the screen.

Tip

Sprites vs. Textures

XNA defines a "sprite" as a 2D bitmap that is drawn directly to the screen. While these bitmaps are stored in Texture2D objects, the term "texture" is used when a 2D image is mapped onto a 3D object, providing a visual representation of the surface of the object. In practice, all XNA graphics are actually performed in 3D, with 2D sprites being rendered via special configurations of the XNA rendering engine.

The simple form of the SpriteBatch.Draw() call that you used in Chapter 1 when drawing squares only needed three parameters: a Texture2D to draw, a Rectangle indicating where to draw it, and a Color to specify the tint to overlay onto the sprite.

Other overloads of the Draw() method, however, also allow you to specify a Rectangle representing the source area within the Texture2D...

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