I’m moving my Innovation Engine project to XNA 3.1 (the new version of XNA that came out a while ago). You won’t see any changes until the next hunk of code is uploaded (in the next chapter of the tutorial, for example), as I won’t be updating previous uploads. However, if you have not installed [...]
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January 5th, 2010 by Sean
The “Set” accessor in the Component’s “Parent” property should be changed to the following to avoid a condition where a component’s would be “orphaned” (have its “parent” property set to null and not appear in any GameScreen’s list of components) when its parent is set to the same value. public GameScreen Parent { get { [...]
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January 3rd, 2010 by Sean
This section will walk us through the creation of our 2D components: those that are drawn directly onto the screen as though it were a flat canvas. At the moment this will only include the Sprite class, which is responsible for drawing images at specific locations on screen, but later on we may add 2D [...]
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January 2nd, 2010 by Sean
Now that we have built the core of the Engine, we can finally start building some real components by creating classes that inherit from the “Component” class. Start by adding a new folder to the engine’s project called “Components”. The following sections will create new classes that we can add to that folder.
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January 2nd, 2010 by Sean