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OverviewIn 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 DetailsAuthor: Jonathan Harbour , Jonathan HarbourPublisher: Pearson Education (US) Imprint: Sams Publishing Dimensions: Width: 23.10cm , Height: 2.20cm , Length: 17.90cm Weight: 0.594kg ISBN: 9780672335549ISBN 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 ![]() Table of ContentsIntroduction 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 359ReviewsAuthor InformationJonathan 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. Tab Content 6Author Website:Countries AvailableAll regions |