Game Engine Tutorial Part IV, Section 3 – Sprite Effects

Right now our Sprite class can only place an image at a specified location on screen. The SpriteBatch class, however, provides much more flexibility than that, so let’s take advantage of it with our Sprite class. The effects we are interested in are as follows: – Origin/Rotation: These two properties allow us to specify an [...]

Game Engine Tutorial Part IV, Section 2 – Sprite

In game development, a “sprite” is simply a 2D image place somewhere on the screen. They generally make up the majority of a 2D game, and in a 3D game they may be used for the targeting reticule, the heads up display, etc. We are going to create a simple Sprite class that will handle [...]

Moving to XNA 3.1

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 [...]

Correction: Component “Parent” Set Accessor

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 { [...]

Game Engine Tutorial Part IV, Section 1 – 2D Components

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 [...]

Game Engine Tutorial Part IV – Building the Components

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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