Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours

Author:   Jonathan Harbour ,  Jonathan Harbour
Publisher:   Pearson Education (US)
ISBN:  

9780672335549


Pages:   384
Publication Date:   16 November 2011
Format:   Paperback
Availability:   Awaiting stock   Availability explained


Our Price $105.57 Quantity:  
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Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours


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Overview

In just 24 sessions of one hour or less, you’ll learn how to build high performance games for Windows Phone 7 with Microsoft’s free XNA 4.0 toolset. Using this book’s straightforward, step-by-step approach, you’ll master all the skills you need to design, develop, test, and publish highly playable games for any WP7 device. You’ll learn how to integrate game logic, touch screen user input, bitmaps, animations, audio, physics effects, GPS location services, and more. Each lesson builds on what you’ve already learned, culminating in the construction of a complete game—and giving you a rock-solid foundation for real-world success!   Step-by-step instructions carefully walk you through the most common Windows Phone 7 game development tasks.   Quizzes and Exercises at the end of each chapter help you test your knowledge.   By the Way notes present interesting information related to the discussion.   Did You Know? tips offer advice or show you easier ways to perform tasks.   Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.   Learn how to… Develop fast, playable Windows Phone 7 games with XNA 4.0 Get and manage user touch screen input Draw 2D bitmapped images, and bring them to life as sprites Transform sprites using rotation, scaling, and velocity calculations Detect and handle collisions between game objects Create surprisingly realistic animation effects Master sophisticated finite state programming techniques Integrate GPS Location Services into your game Make the most of Windows Phone audio Read, write, and save game files Create your game’s Graphical User Interface (GUI) Implement realistic physics effects, including gravity and acceleration Tweak gameplay to make your games more fun

Full Product Details

Author:   Jonathan Harbour ,  Jonathan Harbour
Publisher:   Pearson Education (US)
Imprint:   Sams Publishing
Dimensions:   Width: 23.10cm , Height: 2.20cm , Length: 17.90cm
Weight:   0.594kg
ISBN:  

9780672335549


ISBN 10:   0672335549
Pages:   384
Publication Date:   16 November 2011
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Awaiting stock   Availability explained

Table of Contents

Introduction    1 Audience and Organization    1 Conventions Used in This Book    5 Resource Files    5 Part I: Introduction HOUR 1: Making Games for Windows Phone 7    9 Getting Started with Windows Phone 7    9 Windows Phone 7 as a Game Platform?    10 History of the Platform    11 Hardware Specifications    16 Summary    17 Q&A    18 Workshop    18 HOUR 2: Getting Started with Visual C# 2010 for Windows Phone    21 Visual C# 2010 Express    21 Using Silverlight for WP7    24 XNA Game Studio    30 XNA or Silverlight: What’s the Verdict?    37 Summary    37 Q&A    38 Workshop    38 HOUR 3: Printing Text    39 Creating the Font Demo Project    39 Adding a New Font to the Content Project    41 Learning to Use the SpriteFont Class    45 Printing Text    46 Summary    48 Q&A    48 Workshop    49 HOUR 4: Getting User Input    51 Exploring Windows Phone Touchscreen Input    51 Simulating Touch Input    52 Using Gestures on the Touchscreen    55 Summary    56 Q&A    57 Workshop    57 HOUR 5: Drawing Bitmaps    59 Adding a Bitmap File to an XNA Project    59 Loading a Bitmap File as an Asset    62 Drawing a Bitmap with SpriteBatch    63 Drawing Bitmaps with Transparency    65 Summary    68 Q&A    68 Workshop    69 Part II: Sprite Programming HOUR 6: Treating Bitmaps as Sprites    73 Bringing Bitmaps to Life    73 Drawing Lots of Bitmaps    74 Running into Limits with Global Variables    76 Creating a Simple Sprite Class    79 Summary    87 Q&A    88 Workshop    88 HOUR 7: Transforming Sprites    89 Translating (Moving) a Sprite    89 Using Velocity as Movement Over Time    91 Moving Sprites in a Circle    94 Summary    98 Q&A    98 Workshop    98 HOUR 8: More Sprite Transforms: Rotation and Scaling    101 Rotating a Sprite    101 Scaling a Sprite    108 Summary    114 Q&A    114 Workshop    115 HOUR 9: Advanced Linear and Angular Velocity    117 Calculating Angular Velocity    117 “Pointing” a Sprite in the Direction of Movement    124 Summary    129 Q&A    129 Workshop    129 HOUR 10: When Objects Collide    131 Boundary Collision Detection    131 Radial Collision Detection    139 Assessing the Damage    141 Summary    147 Q&A    147 Workshop    147 HOUR 11: Managing Lots of Sprites    149 Robot Trash Collectors    149 Summary    160 Q&A    160 Workshop    161 Contents HOUR 12: Sprite Color Animation    163 Getting Started with Color Animation    163 Color Animation    167 Summary    178 Q&A    178 Workshop    179 HOUR 13: Sprite Transform Animation    181 Adding Transform Support to the Animation Class    181 Combining Multiple Animations    189 Summary    194 Q&A    194 Workshop    195 HOUR 14: Sprite Frame Animation    197 Drawing Animation Frames    198 Creating the Frame Animation Demo    202 Summary    209 Q&A    210 Workshop    210 HOUR 15: Transforming Frame Animations    213 Drawing Frames with Color Mods    213 Drawing Frames with Transform Mods    218 Animation Mods Demo    224 Summary    228 Q&A    228 Workshop    229 HOUR 16: Drawing with Z-Index Ordering    231 Prioritized Drawing    231 Summary    237 Q&A    237 Workshop    238 Part III: Gameplay HOUR 17: Using Location Services (GPS)    241 GPS 101    241 Windows Phone Location Services    243 Simulating Position Changes    245 Creating the Geo Position Demo    249 Summary    252 Q&A    252 Workshop    253 HOUR 18: Playing Audio    255 Getting Started with Windows Phone Audio    255 Creating the Audio Demo Program    259 Summary    262 Q&A    262 Workshop    263 HOUR 19: Reading and Writing Files Using Storage    265 Using Windows Phone Isolated Storage    265 Creating the Storage Demo Example    270 Summary    274 Q&A    275 Workshop    275 HOUR 20: Creating a Graphical User Interface    277 Creating the GUI Controls    278 Demonstrating the GUI Controls    287 Summary    292 Q&A    292 Workshop    292 HOUR 21: Finite State Gameplay    295 Finite State Gameplay in Theory    295 Testing Game State    299 Summary    308 Q&A    308 Workshop    309 HOUR 22: The Physics of Gravity    311 Simulating Gravity    311 The Gravity Demo    314 Summary    320 Q&A    321 Workshop    321 HOUR 23: Rocket Science: Acceleration    323 Building the Game    323 Summary    334 Q&A    335 Workshop    335 HOUR 24: The Black Hole Game    337 Adding the Finishing Touches    337 Summary    357 Q&A    357 Workshop    357 Index    359

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Author Information

Jonathan S. Harbour has been programming video games since the 1980s. His first game system was an Atari 2600, which he played with, disassembled, on the floor of his room as a kid. He has written on numerous subjects such as C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, Pocket PC, and game consoles. He is the author of another recent book titled XNA Game Studio 4.0 for Xbox 360 Developers. He holds a Master’s degree in Information Systems Management. Visit his web log and game development forum at www.jharbour.com/forum, and his Facebook page at www.facebook.com/jharbourcom.

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