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Arjan Egges
Jeroen D. Fokker
Mark H. Overmars
Learning C#
by Programming Games
Learning C# by Programming Games
Arjan Egges
r
Jeroen D. Fokker
Mark H. Overmars
r
Learning C#
by Programming Games
Arjan Egges
Dept. of Information and Computing
Sciences
Utrecht University
Utrecht, The Netherlands
Jeroen D. Fokker
Dept. of Information and Computing
Sciences
Utrecht University
Utrecht, The Netherlands
Mark H. Overmars
Dept. of Information and Computing
Sciences
Utrecht University
Utrecht, The Netherlands
ISBN 978-3-642-36579-9
ISBN 978-3-642-36580-5 (eBook)
DOI 10.1007/978-3-642-36580-5
Springer Heidelberg New York Dordrecht London
Library of Congress Control Number: 2013935694
ACM Computing Classification (1998): D.1, D.3, K.8, H.5
© Springer-Verlag Berlin Heidelberg 2013
This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of
the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation,
broadcasting, reproduction on microfilms or in any other physical way, and transmission or information
storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology
now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection
with reviews or scholarly analysis or material supplied specifically for the purpose of being entered
and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of
this publication or parts thereof is permitted only under the provisions of the Copyright Law of the
Publisher’s location, in its current version, and permission for use must always be obtained from Springer.
Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations
are liable to prosecution under the respective Copyright Law.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication
does not imply, even in the absence of a specific statement, that such names are exempt from the relevant
protective laws and regulations and therefore free for general use.
While the advice and information in this book are believed to be true and accurate at the date of pub-
lication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any
errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect
to the material contained herein.
Cover design:
Cover design based on a game sprite designed by Heiny Reimes. Reused by permission.
Printed on acid-free paper
Springer is part of Springer Science+Business Media (www.springer.com)
Preface
Introduction
If you are reading this, then we assume that you are interested in learning how
to develop your own computer games. If you do not yet know how to program,
don’t worry! Developing computer games is actually a perfect way to learn how
to program in modern programming languages. This book will teach you how to
program in C# without requiring any previous programming experience. It does so
through the creation of computer games.
In our opinion, C# is the language of choice to learn how to program. The lan-
guage is very well structured and avoids some of the problems of Java. It is also a
more modern language. Moving from C# to C++, which is still the most important
programming language in the game industry, is relatively easy. Also, for C# there
is an excellent free programming environment available, Visual Studio C# Express
Edition, which is used in this book.
Contrary to most programming books, we do not organize the book according to
programming language paradigms, but instead we use the structure and elements of
computer games as a framework. For instance, there are chapters on dealing with
player input, game objects, game worlds, game states, levels, animation, physics,
and intelligence.
While reading this book, you will create four games. We have chosen different
types of games to show the various aspects of game development. We start with a
simple shooting game, we move on to puzzle games consisting of multiple levels,
and we conclude the book by developing a full-fledged platform game with anima-
tion, game physics, and intelligent enemies.
This book is not a cookbook. The book provides a thorough introduction to C#
and object-oriented programming, organized by the structure of games. We intro-
duce important aspects of programming in general, such as an overview of differ-
ent programming paradigms, syntax diagrams, collections, exception handling, and
more. We will also discuss various aspects of software architecture within a context
of game development. By doing that, we propose a framework for managing levels,
game states, as well as a hierarchy of self-sufficient game objects that together form
v
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