GTCS1Lib: Tutorial Guide
Overview: The GTCS1Lib library supports the
implementation of 2D simple interactive applications. This library is designed
specifically for computer science students and faculty with no background in
computer graphics or video games. This guide consists of a collection of
tutorials demonstrating the basics of how to work with the GTCS1Lib.
How to begin working with GTCS1Lib: Assuming you know C# (or Java, or
C++), we believe the easiest way to begin working with GTCS1Lib is:
- Follow the first two tutorials to understand the basics
of how to use this library.
- Design/implement your own simple 2D interactive
graphics application with simple colliding graphics objects.
- Read and follow the subsequent tutorials on the more
involved topics (working with Audio and showing/hiding groups of
primitives ).
- After you have some experience working with the
library, you may want to refer to the complete library documentation: html-page.
Keyboard mapping : If you do not have a XBOX 360 gamepad controller
connected, you can use the keyboard, of the input devices on the phone. Here is
how the gamepad controller is mapped.
Note: In the documentation, this
library is sometime referred to as XNACS1Lib, this is an old
name for the GTCS1Lib. Please treat all occurrences of XNACS1Lib as GTCS1Lib.
The Tutorials:
- Tutorial 1: Basic Application
Structure: Covers
- Sub-class from XNACS1Base
class.
- Setting and working
with convenient coordinate system.
- Tutorial 2: Working with
Primitives: primitives are objects that knows how to draw themselves and
understand collision. Covers:
- Primitive attributes:
color, label text, texture
- Primitive behaviors:
collision, relative positions
- World bound: colliding
and clamping primitive with the world bound
- AutoDrawSet: how to
hide/draw primitives
- Tutorial
3:
Working with PrimitivesSet: PrimitiveSet is a simple collection structure
that supports grouping mainly for AutoDrawSet membership control (group
insert/remove from the AutoDrawSet). Covers:
- PrimitiveSet: draw-set
membership.
- PrimitiveSet behaviors:
limitations
- Random number:
utilities.
- Tutorial
4:
Working with Audio: Covers:
- Creation and inclusion
of *.wav sound cues.
- The PlayACue()
function.
- Tutorial
5:
Working with SpriteSheet: Covers:
- Creation of SpriteSheet
textures.
- Attaching SpriteSheet
textures on Primitive objects.
- Controlling the
animations.
- Tutorial
6:
Working with ParticleEmitters: Covers
- Creation of Particle
Emitters.
- Attaching emitters to
Primitives.
- Controlling the
emission of particles for special effects.
- Tutorial
7:
Redefining keyboard bindings: Covers:
- Creation how to
redefine keyboard binding.
References and Credits:
Project
home page: The
Game-Themed Introductory Programming Project.

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This work is supported in part by a grant from Microsoft
Research under the Computer Gaming Curriculum in Computer Science RFP, Award
Number 15871 and 16531.
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2/8/2010
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