Game Development Reference
In-Depth Information
Rendering bitmaps
Instead of doing a simple demo of drawing a single bitmap on the screen, we will
make a small 2D tile-based world. In 2D graphics, the term tile refers to a small bit-
map image that represents one square of space in the 2D world. A tile set or tile
sheet is a single bitmap file that contains numerous tiles. A single 2D graphic tile is
also referred to as a sprite . To get started, add a new project named TileWorld to
the SlimFramework solution. So far, we've directly used the game window classes
we made. This time, we will see how we will do this in a real-world game project.
Add a new class file to the TileWorld project and name it TileGameWindow.cs .
As you may have guessed, we will make this new class inherit from the GameWindow
class in our SlimFramework project. But first, we need to add a reference to the
SlimFramework project. We've already covered this, so go ahead and add the ref-
erence. Don't forget to add a reference to SlimDX as well. You will also need to add
a reference to System.Drawing if there isn't one already. Also, don't forget to set
TileWorld as the startup project.
Next, we need to add our using statements to the top of the TileGameWindow.cs
file. We will need to add the following using statements:
using System.Windows.Forms;
using System.Collections,Generic;
using System.Diagnostics;
using System.Drawing;
using System;
using SlimDX;
using SlimDX.Direct2D;
using SlimDX.DirectInput;
using SlimDX.Windows;
Next, we need to create a couple of structs and member variables. First, let's define
the following constant at the top of this class:
const float PLAYER_MOVE_SPEED = 0.05f;
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