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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

Time for action – the EffectsManager class


  1. Add a new class called EffectsManager to the Robot Rampage project.

  2. Add the following using directives to the class file:

    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
  3. Modify the declaration of the EffectsManager class to make it static:

    static class EffectsManager
  4. Add declarations to the EffectsManager class:

    #region Declarations
    static public List<Particle> Effects = new List<Particle>();
    static Random rand = new Random();
    static public Texture2D Texture;
    static public Rectangle ParticleFrame = new Rectangle(0, 288, 2, 2);
    static public List<Rectangle> ExplosionFrames = 
        new List<Rectangle>();
    #endregion
  5. Add an Initialize() method to the EffectsManager class:

    #region Initialization
    public static void Initialize(
        Texture2D texture,
        Rectangle particleFrame,
        Rectangle explosionFrame,
        int explosionFrameCount)
    {
        Texture = texture;
        ParticleFrame = particleFrame;
        ExplosionFrames...
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