List of Figures - Learn VB .NET Through Game Programming [Electronic resources] نسخه متنی

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Learn VB .NET Through Game Programming [Electronic resources] - نسخه متنی

Matthew Tagliaferri

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List of Figures


Chapter 1: Developing Your First Game




Figure 1-1: The Guess the Die Roll game in all its glory



Figure 1-2: The auto-generated code for the default form in a Windows Forms project



Figure 1-3: The Class View, showing all the functionality received for free because Form1 is a subclass of the class Form. I love free stuff, don’t you?



Figure 1-4: The Properties window



Figure 1-5: Changing a property value in the Properties window



Figure 1-6: Changing the name of your form



Figure 1-7: The Visual Studio Toolbox. Now where’s that screwdriver…?



Figure 1-8: The Solution Explorer, showing the View Code button and the View Designer button on the toolbar (the first and second buttons from the left, respectively)



Figure 1-9: The Guess the Die Roll program at design time



Figure 1-10: Viewing available event handlers for a control using the two drop-down boxes in the code editor



Figure 1-11: One of the three sets of 36 frames of die-rolling animations



Figure 1-12: Determining which diagonal the die is rolling in by using simple geometry. Special thanks to my 10th-grade geometry teacher, Mr. Cosimi!.



Figure 1-13: This shows why the range for placement of the die is the width of the panel less the width of the die frame. Ditto for the height.




Chapter 2: Writing Your First Game, Again




Figure 2-1: Creating a Class Library solution in Visual Studio



Figure 2-2: Making the black transparent



Figure 2-3: Deciding on which way to bounce dice that have just collided



Figure 2-4: The six die collision cases



Figure 2-5: Dice drawn with extra lines to denote bounding boxes and direction



Figure 2-6: Creating a multiproject solution by adding a project to an existing solution



Figure 2-7: The Customize Toolbox dialog box, one of the slowest-loading dialog boxes in Visual Studio



Figure 2-8: The Properties window for an instance of the DicePanel class, showing the new properties. Try that in VB 6!



Figure 2-9: The Properties window, showing how you now have complete mastery of creating properties, putting them in categories, and writing help, all by using attributes




Chapter 3: Understanding Object-Oriented Programming from the Start




Figure 3-1: NineTiles



Figure 3-2: A new project with a DicePanel control



Figure 3-3: NineTiles in action



Figure 3-4: The 90 animated frames used to render the nine tiles



Figure 3-5: Linking source files to your project instead of making copies of them



Figure 3-6: A new proposal combining the common functionality of the two Panel classes and the two “subordinate” classes into an inheritence hierarchy




Chapter 4: More OOPing Around




Figure 4-1: The four colored shapes used in this chapter’s games



Figure 4-2: First pass at the Tile class



Figure 4-3: DeducTile Reasoning, guessing the order of tiles by textual clues



Figure 4-4: You could write a program such as the Object Browser using reflection



Figure 4-5: A rousing game of Lose Your Mind in progress




Chapter 5: Understanding Polymorphism




Figure 5-1: The Cellular Automata program



Figure 5-2: Life cell state in turn x (left) and turn x+1 (right)



Figure 5-3: The center cell’s eight neighbors and their indexes



Figure 5-4: The Rainbow Life game



Figure 5-5: The Voting Game



Figure 5-6: Design-time view of the cellular automaton executor




Chapter 6: Using Polymorphism via Interfaces




Figure 6-1: Creating a console application



Figure 6-2. Tic-Tac-Toe



Figure 6-3. A rousing game of Reversi



Figure 6-4. The starting board in a Reversi game




Chapter 7: Creating Multiplayer Games




Figure 7-1. This form starts a new game



Figure 7-2. The server connect form displays when the server is waiting for another machine to contact it




Chapter 8: Using DirectX




Figure 8-1. Spinning dice aplenty



Figure 8-2. SpaceRocks, ahoy!



Figure 8-3. Two sprites partially off the left side of the screen. The gray area must be clipped, and only the white area should be drawn.



Figure 8-4: The first frame of the each of the three ship graphics




Chapter 9: Learning Other Object-Oriented Programming Topics




Figure 9-1: Threaded class example




Appendix B: Using POV-RAY and Moray




Figure B-1: The die in the Moray modeler




Appendix C: Using the BMPStitch Utility




Figure C-1. Turning these individual bitmaps …



Figure C-2. …into a single bitmap



Figure C-3. Interface of the BMPStitch utility



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