If broken it is, fix it you should

Using the powers of the debugger to solve the problems of the world - and a bag of chips    by Tess Ferrandez, ASP.NET Escalation Engineer (Microsoft)

August, 2014

Posts
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Introduction

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    Since I am done holding my breath waiting for XNA to make a return I have decided to start developing 2D games in DirectX instead. To get things started I sat down with my friend Johan Lindfors at Coderox to port my XNA walkthrough and in this series will basically be a direct copy of that walkthrough but using DirectX/DirectTK instead of XNA. The game we are going to implement is a subset of my game BizzyBees which you can download and play for Windows Phone for free. It’s also available for...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 2

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    This is part of a blog series… if you came here directly you might want to read the introduction first. In order to have something to draw we’ll have to create some assets (Sprites/Direct Draw Surfaces for images and SpriteFont for fonts to draw text) I have drawn all my images in Expression Design which you can download for free. It’s an excellent vector drawing tool, kind of a light weight PhotoShop version, so it’s great for drawing logos or small images. If you don’t...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 1

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    This post is part of a blog series… if you came here directly you might want to read the introduction first. File/New Project For the purposes of this walkthrough we’ll be creating a blank Windows Phone Direct3D app in Visual Studio. If you want to add menus and other items you can also try the Windows Phone Direct3D with XAML App which allows you to add in XAML pages for menus etc. but I’ll leave that as an exercise for later:) Also, I would sincerely recommend that you...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 5

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    This is part of a blog series… if you came here directly you might want to read the introduction first. Animating objects in DirectX is just as simple as in XNA. In the update method we just change the position of the objects and since they are drawn every frame with their respective positions they will start moving. If you want to create some more advanced animations, like if we would want the bees to flap their wings, you would create sprite maps with images of the various states...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 4

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    This is part of a blog series… if you came here directly you might want to read the introduction first. The next step is to start adding some flowers to the screen, and the way we will do this is by creating 5 columns that each hold a set of flowers. The reason we do this is so that each column keeps track of moving the flowers downwards and generating new flowers and also later on when you tap on a bee and then a column it will match the bottommost flower in that column to the bee to...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 3

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    This is part of a blog series… if you came here directly you might want to read the introduction first. Drawing the Scene Now we have all our assets and it’s time to draw them on the screen. In order to draw something we’ll need a) something to draw – which is going to be our dds sprites (or textures) b) a start position In our game we’ll draw the following things on the screen The Background at 0,0 where 0,0 is the top left corner The Flowers...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 7

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    This is part of a blog series… if you came here directly you might want to read the introduction first. The final step to make the game playable is to add some user interaction. Capturing the users input In DirectX the user input is event based so what we need to do is to add a method to the BizzyBeesGame class called HandleInput and call this from BizzyBees::OnPointerPressed 1. Add a public HandleInput method to BizzyBeesGame void HandleInput(Windows::Foundation::Point position...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 6

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    This is part of a blog series… if you came here directly you might want to read the introduction first. The bees will be placed in the empty area at the bottom of the screen right under the columns. For this we need the individual bees (a class called Bee) and a class that handles generating and replacing bees (BeePicker). Similarly to the flowers, the bees are only drawn as sections of a sprite map which we have already loaded in the project. 1. Let’s start with adding...
  • If broken it is, fix it you should

    Bizzy Bees XNA to DirectX/DirectXTK – Part 8

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    This is part of a blog series… if you came here directly you might want to read the introduction first. Now we have a fully functioning game, but we need to add some final touches to it to make it just that little bit better. The things we are going to do are: Add lives – so that you can fail 3 times before it’s game over Add some bees to the HUD to represent the lives and animate these bees Add a little rainbow flower to the HUD to make things prettier ...
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