Get 2D Graphics Programming for Games PDF

By John Pile Jr.

ISBN-10: 1466501898

ISBN-13: 9781466501898

The luck of Angry Birds, Peggle, and Fruit Ninja has confirmed that enjoyable and immersive online game reviews will be created in dimensions. moreover, second images allow builders to speedy prototype rules and mechanics utilizing fewer assets than 3D.

2D snap shots Programming for Games offers an in-depth unmarried resource on developing 2nd photographs that may be simply utilized to many video game structures, together with iOS, Android, Xbox 360, and the PlayStation Suite. the writer offers examples not just from games but additionally from artwork and lively movie.

The ebook is helping new programmers examine the techniques and strategies used to supply beautiful 2nd portraits. It starts off with the fundamentals after which covers themes relating movement and intensity, resembling cel animation, tiling, and layering. The textual content additionally describes complex pix, together with using particle structures, shaders, and splines. Code samples within the textual content and on-line permit readers to work out a specific line of code in motion or because it pertains to the code round it. additionally, demanding situations and steered initiatives motivate readers to paintings via difficulties, scan with suggestions, and tinker with code.

Full of functional instruments and tips, this colour e-book provides rookies in-depth suggestions on making specialist, high quality snap shots for video games. It additionally improves the connection among programmers and artists by way of explaining how convinced artwork and layout demanding situations may be solved with a programmatic answer.

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Extra info for 2D Graphics Programming for Games

Sample text

Begin () ; with 1 spriteBatch . Begin ( SpriteS ortMode . BackToFront , BlendState . AlphaBlend ) ; In BackToFront, the sprites are sorted by the depth value so that the greater values are drawn last. For the reverse, just use the sort mode FrontToBack. Now imagine a game that involves a tiled surface consisting of randomly generated sprites from various sprite sheets. On sprite sheet A are sprites 1–9, and on sprite sheet B are sprites 10–19. In the game, you loop through the tiled background 1, 17, 4, 15, 6, 6, 11, and so on.

To track depth in the snowman example, first you’ll need to ensure the sprite batch is set to use FrontToBack sprite sorting, as shown in the previous code snippet. You’ll also need to allow the player to change the y-value of the sprite by adding the up and down input to the update function: 1 if ( Keyboard . GetState () . IsKeyDown ( Keys . Y - -; if ( Keyboard . GetState () . IsKeyDown ( Keys . Down ) ) s e c o n d S n o w m a n L o c a t i o n . Y ++; Finally, you’ll need to add a depth calculation for the sprites.

However, the use of sprites was convenient and continues through today. We’ll take a closer look at sprites in Chapter 3. IBM’s Color Graphics Adapter (CGA) featured 16 kilobytes of memory, capable of displaying either a 2-bit color depth (4 colors) at 320 pixels wide by 200 pixels high or a 4-bit color depth (16 colors) at 160 × 200: bits × (320 × 200) pixels = 128,000 bits = 16,000 bytes, pixel bits 4 × (160 × 200) pixels = 128,000 bits = 16,000 bytes. pixel 2 These early graphical systems implemented a specific set of colors that could be use in developing software for their system.

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2D Graphics Programming for Games by John Pile Jr.

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