We don't see many scrolling games using the opposite direction schemes because using these directions makes our games seem more natural to players. The most common choice is to implement vertical "up-down" scrollers (as does the sample game for this chapter), where the background moves from the top to the bottom of the screen, and horizontal "right-left" scrollers, where the background moves from right to left. We'll discuss some variations of these movements in this section.
#Direct3d illusion real play error full#
Scrolling Direction All scrolling games are either vertical scrollers, horizontal scrollers, or full scrollers, meaning that the background on these games scroll in a vertical direction, in a horizontal direction, or in any direction. Some of the typical choices we must make when coding scrolling games are discussed next. It's a very loose definition, but it'll suffice for our goals here. We can define scrolling games as the games in which the background moves in a continuous way. Scrolling Games Although the basic concept of scrolling games is very simple, there are many interesting variations we must consider when we start creating a new game. We'll discuss some interesting points about each in the next sections. Scrolling games and tile-based games have been around since earlier video game consoles and home computers hit the shelves, and we often see games that use both techniques. Our sample game, shown in Figure 4-1, will be finished in the next chapter, where we'll introduce Directlnput and the use of force-feedback joysticks. River Pla.Net, a River Raid clone, is this chapter's start implementing a clone of samPle 8ame Activision's River Raid game, a popular title for Atari 2600 and VCS.
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We'll also examine the concept of tiled game fields and scrolling in games and Figure 4-1. We'll also introduce basic DirectAudio concepts that will allow us to include sound effects and background music in our games. The information in this book is distributed on an "as is" basis, without warranty Although every precaution has been taken in the preparation of this w ork, neither the author nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.ĬHAPTER 4 River Pla.Net: Tiled Game Fields, Scrolling, and DirectAudio In this chapter we'll apply the concepts learned in the previous chapter about Direct3D to implement DirectX gaming classes (such as GameEngine and Sprite), so we'll easily be able to create high-speed graphics games. For information on translations, please contact Apress directly at 2560 9th Street, Suite 219, Berkeley, CA 94710.
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