This ZIP archive contains source code from the book,
XNA Game Studio Express: Developing Games for Windows and the Xbox 360, by Joseph Hall. The following paragraphs describe the changes that have been made to the code since it was first released with the book.
Storage Device Selection Guide
The Microsoft.Xna.Framework.Storage.StorageDevice is still the interface for accessing persistent storage media, but it no longer exposes the BeginShowStorageDeviceGuide or EndShowStorageDeviceGuide static methods. The class in XNA 2.0 which provides access to the file system (and prompts the user to select a storage device on the Xbox 360) is Microsoft.Xna.Framework.GamerServices.StorageDevice.Guide. It exposes two static methods that replace the ones that were removed from the StorageDevice class. They are named BeginShowStorageDeviceSelector and EndShowStorageDeviceSelector.
So, code that looked like this in XNA 1.0 and XNA 1.0 Refresh ...
// show the storage guide on Xbox, has no
// effect on Windows
m_resultStorage = StorageDevice
.BeginShowStorageDeviceGuide(null, null);
// get a reference to the selected device
m_storage = StorageDevice
.EndShowStorageDeviceGuide(m_resultStorage);
... looks like this in XNA 2.0.
// show the storage guide on Xbox, has no
// effect on Windows
m_resultStorage =
Guide.BeginShowStorageDeviceSelector(null, null);
// get a reference to the selected device
m_storage =
Guide.EndShowStorageDeviceSelector(m_resultStorage);
Notice the similarities. Other than the change of namespace and hosting class, your code should work just like it did in the XNA 1.0 days.
NOTE: The synchronized (i.e. blocking) method of storage device selection (ShowStorageDeviceGuide), which only worked on Windows without headaches, has been removed from the XNA Framework altogether. Only asynchronous storage device selection is supported in XNA 2.0.
The GameStorage and GameData classes in Chapter 11 (the chapter on the Storage APIs) don't require any changes at all. Those supporting classes don't reference the affected XNA Framework interfaces.
New Game1 Member Variables
The Microsoft.Xna.Framework.Game class now has a SpriteBatch member variable, named "spriteBatch". We don't need to add one, so you can replace any reference in the text to "m_batch" with the provided member variable, "spriteBatch". Of course, this means that you'll want to remove this auto-generated SpriteBatch logic for game projects in which you won't be using any sprites (which is the case with the example 3D code in Chapter 06).
The Game class now provides a member variable (called "Content") which exposes the ContentManager class. We don't need to manage our own reference to the content manager now, so you can replace any reference in the text to "content" with the provided member variable, "Content" (notice the change in capitalization).
The Game class also provides a member variable (called "GraphicsDevice") which exposes the GraphicsDevice object which represents the active graphics device. You can replace any reference in the text to "graphics.GraphicsDevice" with the provided member variable, "GraphicsDevice". You'll see this change in the auto-generated Game1 class when you create a new XNA 2.0 game. The spriteBatch member variable is initialized using "new SpriteBatch(GraphicsDevice);" rather than the previous "new SpriteBatch(graphics.GraphicsDevice);".
LoadContent vs. LoadGraphicsContent
The LoadGraphicsContent and UnloadGraphicsContent methods of the Microsoft.Xna.Framework.Game class (technically, they're members of the DrawableGameComponent class, from which Game is derived) have been replaced with the LoadContent and UnloadContent methods. The old content management methods still work, but the compiler will generate deprecation warnings for them, and there's a good chance that the old methods will be removed from future releases of the XNA Framework.
Content Folder
All content is now stored under the Content folder of your project. Prefix any content subdirectory names in the code with "Content\". For example, most of the book's examples store game media in the "media" subdirectory, which is located just off the root directory of the project. An image named "myImage.png" within that subdirectory would have been refered to as "media\myImage" in XNA 1.0 and XNA 1.0 Refresh. In XNA 2.0, that same resource would be refered to as "Content\media\myImage".
The Content folder actually represents a subproject called "Content" which manages the building, converting, and importing of media for your game. Any media that is accessed via the ContentManager class should live here. This includes items such as textures, models, and XACT projects. Any game-specific content data that you manage manually, such as level data and persisted game data, is not housed within the Content directory.
Intuitive File Names
I used longer, more descriptive filenames for the solution files, project files, and directory names. The new names make it much easier to locate the source code for a specific chapter. This may cause issues if you do your development in a deeply-nested subdirectory, like the default Visual Studio project folder of "C:\Documents and Settings\{username}\My Documents\Visual Studio 2005\Projects\".
I suggest creating a folder off the root of the drive from which you wish to develop your XNA games. I use "C:\projects\" on my laptop, and "E:\projects\" on my desktop.
ZIP Anatomy
All of the ZIP files which host the book's source code use a parallel directory structure. I expect the user to download the ZIP files into a common directory, then extract the files from each ZIP directly into that directory, preserving the ZIP file's internal directory structure. For example, if you download PT1_CH04.zip, PT1_CH07.zip, and PT2_18.zip into the "C:\projects\" directory on your local PC, and then extract the files to that same folder, you should have the following directory structure on your local drive.
C:\projects\Part 1 - Introduction\CH04 - Graphics 2D\
C:\projects\Part 1 - Introduction\CH07 - Input GamePad\
C:\projects\Part 2 - Genre Studies\CH18 - Board Games\