XNA Workshop at CS&IT Symposium 7/11/11

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1 XNA Workshop at CS&IT Symposium 7/11/11 Time 9:00 to 9:20 9:20 to 9:40 9:40 to 10:10 Mood Light 10:15 to 10:45 Manual Mood Light 10:50 to 11:20 Placing and Moving Image 11:25 to 11:45 Windows Phone Touch Demo Conclusion Objective Clock Buddies: Get to know each other Introduction Football vs. Curling: A CS in STEM analogy Describe relationship b/w XNA, C#, & Visual Studio Why game development? Why XNA? Start a new project, run it, stop it Use Intellisense to choose a color choice Describe how game loop controls mood light Extensions: Color mood light: Change the initial intensities to see colors! Strobe mood light: Interweave black between colors. Variable mood light: Pattern is always the same, make it change. Query the keyboard and game pad to control the mood light Make the game pad vibrate Extensions: Control color with DPad, Thumbsticks, or Triggers. Chicken with Colors: Two players alternate increasing the R, G, or B. If you hit 255 or more, you lose, the screen turns black, and the controller vibrates. Vibration messages: Send messages to each other s controllers with vibration. Load image 1 Make Rectangle Draw image Move Image 1 1 Extensions: 1 Thumbstick controls image. Thumbsticks have X and Y variables w/ ranges 1 to 1 each 2 images and register collision w/ Rectangle s Intersects method. Control speed with trigger. Trigger range is 0 to 1. Start and Run The emulator Touch input to place an item Extensions: Objects stay (accumulates) Loop through an array of recorded locations Questions Resources Contact information: pyongp@gmail.com, namespace MoodLight public class Game1 : Microsoft.Xna.Framework.Game

2 GraphicsDeviceManager graphics; SpriteBatch spritebatch; // The Game World our color values byte redintensity = 0; bool redcountingup = true; byte greenintensity = 0; bool greencountingup = true; byte blueintensity = 0; bool bluecountingup = true; public Game1() graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; protected override void Initialize() // TODO: Add your initialization logic here base.initialize(); protected override void LoadContent() // Create a new SpriteBatch, which can be used to draw textures. spritebatch = new SpriteBatch(GraphicsDevice); // TODO: use this.content to load your game content here protected override void UnloadContent() // TODO: Unload any non ContentManager content here protected override void Update(GameTime gametime) // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.exit(); // Update each color in turn if (redintensity == 255) redcountingup = false; if (redintensity == 0) redcountingup = true; if (redcountingup) redintensity++; else redintensity ; if (greenintensity == 255) greencountingup = false;

3 if (greenintensity == 0) greencountingup = true; if (greencountingup) greenintensity++; else greenintensity ; if (blueintensity == 255) bluecountingup = false; if (blueintensity == 0) bluecountingup = true; if (bluecountingup) blueintensity++; else blueintensity ; base.update(gametime); protected override void Draw(GameTime gametime) GraphicsDevice.Clear(Color.CornflowerBlue); Color backgroundcolor; backgroundcolor = new Color(redIntensity, greenintensity, blueintensity); graphics.graphicsdevice.clear(backgroundcolor); base.draw(gametime); namespace Manual_MoodLight public class Game1 : Microsoft.Xna.Framework.Game GraphicsDeviceManager graphics; SpriteBatch spritebatch; // The Game World our color values byte redintensity = 0; byte greenintensity = 0; byte blueintensity = 0; public Game1() graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; protected override void Initialize() // TODO: Add your initialization logic here base.initialize();

4 protected override void LoadContent() // Create a new SpriteBatch, which can be used to draw textures. spritebatch = new SpriteBatch(GraphicsDevice); // TODO: use this.content to load your game content here protected override void UnloadContent() // TODO: Unload any non ContentManager content here protected override void Update(GameTime gametime) // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.exit(); GamePadState pad1 = GamePad.GetState(PlayerIndex.One); KeyboardState keyboard = Keyboard.GetState(); if (keyboard.iskeydown(keys.r)) redintensity++; if (keyboard.iskeydown(keys.g)) greenintensity++; if (keyboard.iskeydown(keys.b)) blueintensity++; if (keyboard.iskeydown(keys.y)) redintensity++; greenintensity++; if (pad1.buttons.b == ButtonState.Pressed) redintensity++; if (pad1.buttons.x == ButtonState.Pressed) blueintensity++; if (pad1.buttons.a == ButtonState.Pressed) greenintensity++; if (pad1.buttons.y == ButtonState.Pressed) redintensity++; greenintensity++; base.update(gametime); protected override void Draw(GameTime gametime) Color backgroundcolor = new Color(redIntensity, greenintensity, blueintensity); graphics.graphicsdevice.clear(backgroundcolor); base.draw(gametime);

5 namespace Car_Display public class Game1 : Microsoft.Xna.Framework.Game GraphicsDeviceManager graphics; SpriteBatch spritebatch; // The Game World Texture2D cartexture; Rectangle carrec; public Game1() graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; protected override void Initialize() carrec = new Rectangle( 0, // X position of top left hand corner 0, // Y position of top left hand corner 100, // rectangle width (screen default 800) 100); // rectangle height (screen default 480) base.initialize(); protected override void LoadContent() // Create a new SpriteBatch, which can be used to draw textures. spritebatch = new SpriteBatch(GraphicsDevice); cartexture = this.content.load<texture2d>("car"); protected override void UnloadContent() // TODO: Unload any non ContentManager content here protected override void Update(GameTime gametime) // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.exit(); KeyboardState keyboard = Keyboard.GetState(); if (keyboard.iskeydown(keys.up)) carrec.y ; if (keyboard.iskeydown(keys.down))

6 carrec.y++; if (keyboard.iskeydown(keys.left)) carrec.x ; if (keyboard.iskeydown(keys.right)) carrec.x++; base.update(gametime); protected override void Draw(GameTime gametime) GraphicsDevice.Clear(Color.CornflowerBlue); spritebatch.begin(); spritebatch.draw(cartexture, carrec, Color.White); spritebatch.end(); base.draw(gametime); namespace Car_Display_Phone public class Game1 : Microsoft.Xna.Framework.Game GraphicsDeviceManager graphics; SpriteBatch spritebatch; Rectangle carrec; Texture2D car; public Game1() graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); protected override void Initialize() // TODO: Add your initialization logic here base.initialize(); protected override void LoadContent() // Create a new SpriteBatch, which can be used to draw textures. spritebatch = new SpriteBatch(GraphicsDevice); car = Content.Load<Texture2D>("Car");

7 protected override void UnloadContent() // TODO: Unload any non ContentManager content here protected override void Update(GameTime gametime) // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.exit(); TouchCollection touches = TouchPanel.GetState(); if (touches.count > 0) int x = (int)(touches[0].position.x); int y = (int)(touches[0].position.y); carrec = new Rectangle(x, y, 50, 50); base.update(gametime); protected override void Draw(GameTime gametime) GraphicsDevice.Clear(Color.CornflowerBlue); if (carrec!= null) spritebatch.begin(); spritebatch.draw(car, carrec, Color.White); spritebatch.end(); base.draw(gametime);

8 Take sheet Make buddies Share info Done?

9 Serious Fun, Serious Computer Science: XNA Game Development Pat Yongpradit Silver Spring, Maryland USA CS&IT 2011

10 You Me Game programming? Apps? What environments? You and Me

11 My students

12 CS interest in the US

13 Projected New Jobs Projected Degrees Jobs vs. Degrees

14 Projected Jobs vs Projected Bachelor's Degrees 70.00% 60.00% 50.00% Percentage 40.00% 30.00% 20.00% 10.00% 0.00% Professional IT Occupations Engineering Life Science Physical Science Projected % New and Replacement Jobs Projected % Bachelor's Degrees Mr. Yongpradit, Computer Science

15 Projected Jobs vs Projected Bachelor's Degrees 70.00% 60.00% 50.00% Percentage 40.00% 30.00% 20.00% 10.00% 0.00% Professional IT Occupations Engineering Life Science Physical Science Projected % New and Replacement Jobs Projected % Bachelor's Degrees Mr. Yongpradit, Computer Science

16 Projected Jobs vs Projected Bachelor's Degrees 70.00% 60.00% 50.00% Percentage 40.00% 30.00% 20.00% 10.00% 0.00% Professional IT Occupations Engineering Life Science Physical Science Projected % New and Replacement Jobs Projected % Bachelor's Degrees Mr. Yongpradit, Computer Science

17 Projected Jobs vs Projected Bachelor's Degrees 70.00% 60.00% 50.00% Percentage 40.00% 30.00% 20.00% 10.00% 0.00% Professional IT Occupations Engineering Life Science Physical Science Projected % New and Replacement Jobs Projected % Bachelor's Degrees Bureau of Labor: Hecker, D. Occupational employment projections to Monthly Mr. Labor Yongpradit, Review. Computer November Science 2005.

18 Projected Jobs vs Projected Bachelor's Degrees 70.00% 60.00% 50.00% Percentage 40.00% 30.00% 20.00% 10.00% 0.00% Professional IT Occupations Engineering Life Science Physical Science Projected % New and Replacement Jobs Projected % Bachelor's Degrees Mr. Yongpradit, Computer Science

19 Fun, interesting context Create what they use Quick product, unlimited potential Dreams become reality What students want

20 Attract and retain students Meet objectives and standards Develop deep thinkers Time! Curriculum support Free What teachers want

21 Demo: How to Get a Date with an Environmentalist

22 So Why Games? Group Share

23 Games are serious

24 technology helps solve the Imagine Cup

25 C# XNA Visual Studio GAME Serious Environment

26 Are you Serious?

27 Widely- used.net framework ( C#) Program for hardware devices Industry- based professional environment Approachable with unlimited potential Worldwide participation App Hub and Marketplace XNA Advantages

28 Blur the Lines The Future of Technology in Education

29 1. Make a Mood Light 2. Control the Mood Light 3. Place and Move an Image Missing code in Update for Car_Display 4. Windows Phone Game Workshop Objectives

30 Reflect Clock Buddy Regroup (Questions) Demo by Pat Activity Basic Extensions Workshop Pedagogy

31

32 Conclusion o

33 Resources

34 Video Tutorials Tests and Quizzes with Keys Labs with Exemplars Free ebook XNA 0.5 Curriculum

35 Join our XNA online curriculum pilot Free software and curriculum communities/xna_game_development

36 Questions?

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