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Galactic wars OUR MENTOR:  Ms. AnshuKhurana TEAM MEMBERS: MohitNagpal Sohil Gupta GauravAgarwal Pranav Mehta
ABOUT THE PROJECT  The project is a game using the trackpad controls coming in majority of laptops. This will provide more immersive and fun experience to laptop users. Game will use trackpad controls only. So no more hassle of connecting an external gaming devices. Game is being developed using XNA tools provided by Microsoft. XNA is the leading platform being used today by game developers to deploy games on Xbox Live Arcade and Games for Windows. Game will have Top Notch Graphics to give the user an excellent experience.
About XNA XNA Game Studio is an integrated development environment designed to make it easier to develop games for Microsoft Windows, Xbox 360 platforms, and Zune devices.  XNA Game Studio extends supported versions of Microsoft Visual Studio tools to support the XNA Framework. XNA Game Studio includes tools for incorporating graphical and audio content into your game. The XNA Framework is designed to be similar to the .NET Framework in terms of its design patterns and idioms.  With XNA Game Studio, you are able to incorporate functionality      in your game from both the XNA Framework and the .NET Framework. Use the XNA Framework for game-specific tasks     such as graphics rendering and managing input, and use the .NET Framework for more general programming tasks.
WHY XNA?? While game developers have always been able to make games, the XNA Framework has reduced the once steep learning curve for game development and made it into something more attainable for the masses of developers who dream of making their own game. All at no cost to the developer.  Supports multiple devices with enabled windows software eg. Portable devices and laptops.
GAME FUNCTIONALITIES Single player functionality. Various levels of difficulties. Score displayed on screen. High score maintained. Timing information is shown. Maximum time limit is set. User friendly interface.
 Functions used in the game      Initialize() The Initialize method is where you can initialize any assets. Initialize is called before Draw,so the length of time spent executing code in this method will be experienced by the user as a delay before he or she sees the initial game screen. This method is called only once when the game starts.
Functions used in the game LoadContent() The LoadContent method is where you load any necessary game assets such as : ,[object Object]
           Textures.
           AudiosThis method is called by Initialize. LoadContent is called by Initialize, and before Draw. During the time the code for this method is executing, the user will experience a delay before the initial game screen appears.
Functions used in the game UnloadContent() The UnloadContent method is where any game assets can be released.  Generally, no extra code is required here, as assets will be released automatically when they are no longer needed. This acts as a destructor.
Functions used in the game Update() The Update loop is the place to update your game logic: ,[object Object]
take player input,
decide the outcome of collisions between objects, and so on.This method is called on every frame refresh.
Functions used in the game Draw() The Draw loop is the place to render all of your objects and backgrounds on the screen. It displays different  ,[object Object]
Textures
Time and score information ,[object Object]
ALGORITHM Initialize audio engine, wave bank, sound bank, and other variables Load all Models Set Textures Load fonts Create menuMain Add items: NewGame and Exit to Windows in menuMain Create menuNewGame Add Items, start new game, back to main qindow For(each refresh frame)
ALGORITHM  Update :- keys state, mouse state, muzzleposition If(input) Firemissile, updatemissile Check collisiom If collision.occur 	Add Explosion 	Add Explosionpartical Update particle For (each frame refresh rate)
ALGORITHM Draw 	For(all Game object) 		Draw GameObject 	If(collision occur) 		Draw Explosion Display score and time If time>Max_time then end.
Collision detection With the XNA Framework, simple collision detection is easy. In this step, you will be using a BoundingSphere, which is an object that creates the smallest-sized sphere (by default) that can enclose the target model. The BoundingSphere contains many different intersection tests, including the ability to detect intersections with planes, rays, boxes, and, of course, other spheres
STEP BY STEP IMPLEMENTATION We have our game designed in three different aspects as  three different portions. We explain each of these as follows:
PHASE 1 This phase is concern with getting started with the game development. A game including moving aero plane and asteroids is developed. Developed game at this stage include features  ,[object Object]
A moving Aero plane, motion can be controlled by input
Randomly moving  objects
Detection of collision on aero plane and objects   ,[object Object]
Four wall boundary
Detection of collision of ball and boundary
 Inclusion of sounds,[object Object]
Randomly moving  objects in space
Firing of missile
Detecting collision of missile with objects
Displaying Score
Updating time
Maintaining  High Scores ,[object Object]

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Galactic Wars XNA Game

  • 1. Galactic wars OUR MENTOR: Ms. AnshuKhurana TEAM MEMBERS: MohitNagpal Sohil Gupta GauravAgarwal Pranav Mehta
  • 2. ABOUT THE PROJECT  The project is a game using the trackpad controls coming in majority of laptops. This will provide more immersive and fun experience to laptop users. Game will use trackpad controls only. So no more hassle of connecting an external gaming devices. Game is being developed using XNA tools provided by Microsoft. XNA is the leading platform being used today by game developers to deploy games on Xbox Live Arcade and Games for Windows. Game will have Top Notch Graphics to give the user an excellent experience.
  • 3. About XNA XNA Game Studio is an integrated development environment designed to make it easier to develop games for Microsoft Windows, Xbox 360 platforms, and Zune devices. XNA Game Studio extends supported versions of Microsoft Visual Studio tools to support the XNA Framework. XNA Game Studio includes tools for incorporating graphical and audio content into your game. The XNA Framework is designed to be similar to the .NET Framework in terms of its design patterns and idioms. With XNA Game Studio, you are able to incorporate functionality in your game from both the XNA Framework and the .NET Framework. Use the XNA Framework for game-specific tasks such as graphics rendering and managing input, and use the .NET Framework for more general programming tasks.
  • 4. WHY XNA?? While game developers have always been able to make games, the XNA Framework has reduced the once steep learning curve for game development and made it into something more attainable for the masses of developers who dream of making their own game. All at no cost to the developer. Supports multiple devices with enabled windows software eg. Portable devices and laptops.
  • 5. GAME FUNCTIONALITIES Single player functionality. Various levels of difficulties. Score displayed on screen. High score maintained. Timing information is shown. Maximum time limit is set. User friendly interface.
  • 6.
  • 7. Functions used in the game Initialize() The Initialize method is where you can initialize any assets. Initialize is called before Draw,so the length of time spent executing code in this method will be experienced by the user as a delay before he or she sees the initial game screen. This method is called only once when the game starts.
  • 8.
  • 9. Textures.
  • 10. AudiosThis method is called by Initialize. LoadContent is called by Initialize, and before Draw. During the time the code for this method is executing, the user will experience a delay before the initial game screen appears.
  • 11. Functions used in the game UnloadContent() The UnloadContent method is where any game assets can be released. Generally, no extra code is required here, as assets will be released automatically when they are no longer needed. This acts as a destructor.
  • 12.
  • 14. decide the outcome of collisions between objects, and so on.This method is called on every frame refresh.
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  • 17.
  • 18. ALGORITHM Initialize audio engine, wave bank, sound bank, and other variables Load all Models Set Textures Load fonts Create menuMain Add items: NewGame and Exit to Windows in menuMain Create menuNewGame Add Items, start new game, back to main qindow For(each refresh frame)
  • 19. ALGORITHM Update :- keys state, mouse state, muzzleposition If(input) Firemissile, updatemissile Check collisiom If collision.occur Add Explosion Add Explosionpartical Update particle For (each frame refresh rate)
  • 20. ALGORITHM Draw For(all Game object) Draw GameObject If(collision occur) Draw Explosion Display score and time If time>Max_time then end.
  • 21. Collision detection With the XNA Framework, simple collision detection is easy. In this step, you will be using a BoundingSphere, which is an object that creates the smallest-sized sphere (by default) that can enclose the target model. The BoundingSphere contains many different intersection tests, including the ability to detect intersections with planes, rays, boxes, and, of course, other spheres
  • 22. STEP BY STEP IMPLEMENTATION We have our game designed in three different aspects as three different portions. We explain each of these as follows:
  • 23.
  • 24. A moving Aero plane, motion can be controlled by input
  • 25. Randomly moving objects
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  • 28. Detection of collision of ball and boundary
  • 29.
  • 30. Randomly moving objects in space
  • 32. Detecting collision of missile with objects
  • 35.
  • 36. Some of the features it includes are: Restart of the game Crashing with asteroids Vanishing of spacecraft on hitting an asteroid Random entry and movement of asteroids Controlled, accelerated and directed movement of the spacecraft Ability to undo an action by reverting back to initial position Sound effects associated with crashes
  • 37. Trackpad Simulation Track pad version of the game on a lower scale having a ball being navigated and accelerated with the help of the trackpad.
  • 38. The ball can be moved in various directions as guided by the track pad Based on the speed of the movement in track pad, the speed of the ball is decided When the ball hits or crashes with the walls of the window, it alerts the user by setting off an alarm associated with it.
  • 39. Final game environment The Final Game environment where the Final outcome will be showcased. This is the game environment where we have to embedded all the above features into one piece.
  • 40. Menu window This window has 2 menu options. User can Start a new game. He can exit the game.
  • 41. Option menu User can select difficulty level as easy or hard. He can also go back to the main menu.
  • 42. Difficulty levels A basic artificial intelligence is incorporated and number of ships are varied. For easy level, number of ships are three. For a hard level the number is five-six.
  • 43. Firing The player can set the direction of the missile to shoot the objects.
  • 44. Collision and smoke Collision is detected by bounding sphere conditions and smoke model is shown on collision detection.
  • 45. Scoring and timing A score is maintained for every session of play. A record of the highest score is maintained. A timer is associated with the game. Time limit is set.
  • 46. Current and future prospects. 41.2% of the internet users of India are avid gamers There has been a rise of 89% in the number of gamers since 2007 The Indian gaming industry is projected to cross 20 billion dollar net worth by 2014 Windows Phone 7 which was launched in November 2009, is a potential platform for this game
  • 47. There can be multiple stages to the game added in the future An online leader board can be added to the game It can be taken to the professional scenario and can be made to have AI adaptive characteristics Present with a basic motive for the game, ex- to shoot 20 objects within 1 minute as the criteria for scoring valid points. To improve the Visual aspects of the game by having “Particle Explosion”, where the objects on being shot at will break up into particles of very small sizes to give a realistic feel to the game.
  • 48. REFERENCES The following are some references that have been of great use while implementing this project: www.creators.xna.com www.msdn.com www.msdn.microsoft.com/en-us/library/bb197293.aspx www.en.wikepedia.org/wiki/microsoft_xna www.riemers.net