Cover image for Professional Windows Phone 7 Game Development : Creating Games using XNA Game Studio 4.
Professional Windows Phone 7 Game Development : Creating Games using XNA Game Studio 4.
Title:
Professional Windows Phone 7 Game Development : Creating Games using XNA Game Studio 4.
Author:
Williams, Chris G.
ISBN:
9781118067963
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (504 pages)
Contents:
PROFESSIONAL Windows® Phone 7 Game Development -- CONTENTS -- INTRODUCTION -- CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE -- Minimum Specifications -- Chassis Design -- Screen Resolution -- Phone Features -- Capacitive Touch -- Sensors -- Accelerometer -- aGPS -- Compass -- Light Sensor -- Proximity Sensor -- Digital Camera -- DirectX 9 Acceleration -- Face Buttons -- Back Button -- Start Button -- Search Button -- QWERTY Keyboard -- Software Features -- Start and Lock Screens -- Hubs -- People Hub -- Pictures Hub -- Music + Video Hub -- Games Hub -- Marketplace Hub -- Office Hub -- Other Applications -- Summary -- CHAPTER 2: GETTING STARTED -- Getting the Tools You Need -- Meeting the System Requirements -- Satisfying the Developer Requirements -- What You Get -- XNA Game Studio 4.0 -- Creating Your First Project -- Spotting Differences Between the Windows Phone Game and Other XNA Game Projects -- Setting Up a Windows Phone Device -- Using the Windows Phone Emulator -- Using Command-Line Options -- Summary -- CHAPTER 3: ORIENTATION -- Device Orientation -- Setting Device Orientation -- Hardware Scaling -- Automatic Rotation -- Detecting Device Orientation -- Running in Full-Screen Mode -- Phone Title-Safe Area -- Accelerometer -- AccelerometerSample -- Summary -- CHAPTER 4: TOUCH INPUT -- Responding to Touch Events -- Overview of Touch Interfaces -- Detecting Touch Input -- Detecting Gestures -- Tap -- DoubleTap -- Hold -- HorizontalDrag -- VerticalDrag -- FreeDrag -- DragComplete -- Flick -- Pinch -- PinchComplete -- Seeing Results -- Custom Gestures -- Designing for Touch Games -- Remember Your Platform -- Design for the Right Resolution -- Be Consistent and Predictable -- The Soft Input Panel (SIP) -- Summary -- CHAPTER 5: GIVE ME YOUR INPUT -- Building the Input Management System -- Input.cs -- GestureDefinition.cs -- GameInput.cs.

TouchIndicator.cs -- TouchIndicatorCollection.cs -- Using the Input Management System -- Actions.cs -- Game1.cs -- Summary -- CHAPTER 6: THE STATE OF THINGS -- Game State -- Managing Game State -- Option 1: Boolean Flags -- Option 2: Enumerations -- Option 3: Object-Oriented -- Handling Multiple Layers of Screens -- Phone Hardware Events -- Detecting the Back Button -- Overriding the Back Button -- Game, Interrupted -- Notifications and Temporary Interruptions -- Game-Stopping Events -- Somebody Save Me -- Summary -- CHAPTER 7: LET THE MUSIC PLAY -- Handling Audio -- Playing Music with MediaPlayer -- Do You Mind? I'm Playing Music Here -- Background Music -- Song Collections -- Visualizations -- SoundEffect -- SoundEffectInstance -- XACT 3.0 -- Recording Audio -- The Microphone Class -- Saving and Retrieving Captured Audio -- Summary -- CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE -- Creating the Game -- Screens -- Screen.cs -- ScreenStateSwitchboard.cs -- Title.cs -- Sprite.cs -- Background.cs -- Content -- Game1.cs -- Text.cs -- screenFont.spritefont -- Button.cs -- The Input Wrapper -- GameInput.cs -- GestureDefinition.cs -- Input.cs -- TouchIndicator.cs -- TouchIndicatorCollection.cs -- Adding Sounds and Music -- Music.cs -- SoundEffects.cs -- More Screens -- MainGame.cs -- InGameMenu.cs -- GameOver.cs -- Coding the Main Game Screen -- Road.cs -- Car.cs -- Hazards.cs -- Finishing the MainGame Screen: Hooking Up the Sprites and the Game Play -- MainGame.cs -- InGameMenu.cs -- GameOver.cs -- Keeping Score -- Score.cs -- ScoreList.cs -- Scores.cs -- SerializableDictionary.cs -- Screen.cs -- MainGame.cs -- GameOver.cs -- Proper Care and Feeding of the Back Button -- Screen.cs -- Title.cs -- MainGame.cs -- InGameMenu.cs -- GameOver.cs -- Creating a Base Game Template -- Stripping Down to the Essentials -- Title.cs -- ScreenStateSwitchboard.cs.

Creating the Templates -- Using the Templates -- Summary -- CHAPTER 9: WHOA! THE WORLD ISN'T FLAT AFTER ALL -- 3D Graphics -- Creating 3D Models for Your Game -- Getting the Bits -- Getting Started with Blender -- Creating Primitive Shapes -- Changing Your Point of View -- Combining Shapes -- Bringing It All Together -- Exporting Your Shapes -- Using 3D Models in Your Game -- Adding Models to Your Project -- Displaying the Models Onscreen -- Texturing a Basic 3D Model in Blender -- Configuring Your Workspace -- Texturing the Model -- Performing 3D Transformations -- It's All Relative -- Rotating Your 3D Object -- Creating 3D Animations -- Adding Bones to Your Model -- Weight Painting -- Animating in Blender -- Adding the FBX for XNA Script -- The Microsoft Skinning Sample -- Working with Effects -- Stock Effects -- Using the Reach Graphics Demo -- Summary -- CHAPTER 10: IT'S YOUR TURN! -- Understanding Push Notifications -- Raw Notifications -- PushItRawSample -- PushItRawWindows -- Pop-Up Toasts -- PassTheToastSample -- PassTheToastWindows -- Consuming Toasts as Raw Noti. cations in Your Game -- Tile Notifications -- PushingTileSample -- PushingTileWindows -- Good Vibrations -- The Microsoft.Devices Namespace -- Environment -- VibrateController -- Summary -- CHAPTER 11: THE WORLD OUTSIDE YOUR WINDOW(S) -- Consuming Web Services -- Live to Serve You -- Serve Me -- Adding a Service Reference -- Game1.cs -- I Get High Scores with a Little Help from My Friends -- HighScoreService -- ScoreMe -- Anonymous Live ID -- HighScoreClient -- Push Notifications -- HighScoreTester -- Testing the High-Score Service -- Got a Match? -- MatchMaker -- GameRequest.cs -- Gamer.cs -- IMatchMaker.cs -- MatchMakerService.svc.cs -- MatchMe -- MatchMakerTester -- Form1 -- Testing the MatchMaker Service -- Working with HTTP Requests -- WeatherWitch.

Pulling an RSS Feed into Your Game -- Time for a REST(ful Web Service) -- Summary -- CHAPTER 12: PUTTING IT ALL TOGETHER: POKER DICE WITH FRIENDS -- Taking Care of the Preliminaries -- Service Flow versus Screen Flow -- Creating the Poker Dice Service -- IPokerDice.cs -- Game.cs -- Gamer.cs -- HandRank.cs -- PokerDice.svc -- Creating the Poker Dice Tester -- PokerDiceTest -- Using the PokerDiceTester -- Creating "Poker Dice with Friends" -- Setting Up the Game Project Template -- Modifying the Templates -- Title.cs -- Enhancing the ScreenStateSwitchboard Class -- ScreenStateSwitchboard.cs -- Adding the PokerDiceService -- Creating the GameInformation and DiceGame Supporting Classes -- DiceGame.cs -- GameInformation.cs -- Button.cs -- Creating the Game Lobby -- GameLobby.cs -- Message.cs -- Creating the GameInfo Screen -- GameInfo.cs -- Adding the Dice Model -- Die.cs -- Creating the MainGame Screen -- MainGame.cs -- Creating the DiceSelect Screen -- DiceSelect.cs -- Enhancing Your Game -- Summary -- CHAPTER 13: DUDE, WHERE'S MY CAR? -- Understanding and Accessing the Location API -- Best Practices for Using Location Services -- Asking Permission -- Power Consumption -- Level of Accuracy -- Movement Threshold -- Using Location Services in Your Games -- CivicAddress -- CivicAddressResolver -- Did You Order Pizza? -- Resolving an Address Synchronously -- Resolving an Address Asynchronously -- GeoCoordinate -- GeoCoordinateWatcher -- FindMe -- GeoPosition -- Summary -- CHAPTER 14: TAKE A PICTURE -- IT'LL LAST LONGER! -- Launchers and Choosers -- NowPictureThis -- CameraCaptureTask -- The Application Deployment Tool -- Testing NowPictureThis -- PhotoChooserTask -- Classes for Messaging Tasks -- SmsComposeTask -- EmailComposeTask -- EmailAddressChooserTask -- MediaPlayerLauncher -- The Controls Property -- The Location Property -- The Media Property.

Summary -- CHAPTER 15: PUTTING IT ALL TOGETHER: PICTURE PUZZLE -- Picture Puzzle -- Designing the Screen Flow -- Creating Picture Puzzle -- Creating the Title Screen -- Title.cs -- Enhancing the ScreenStateSwitchboard -- ScreenStateSwitchboard.cs -- Creating the NewPuzzle Screen -- NewPuzzle.cs -- The Pieces of the Puzzle -- PuzzlePiece.cs -- StencilPiece.cs -- Puzzle.cs -- How It Works -- Managing State Objects -- StateObject.cs -- Creating the SelectPuzzle Screen -- SelectPuzzleScreen.cs -- Creating the Playable Game Screen -- MainGame.cs -- Making the InGameMenu Screen -- InGameMenu.cs -- Creating the PuzzleComplete Screen -- Message.cs -- Enhancing Your Game -- Summary -- CHAPTER 16: WHERE DO YOU GO FROM HERE? -- Trial Mode -- Understanding Trial Mode -- Detecting Trial Mode -- ShowMarketplace() -- SimulateTrialMode() -- IsTrialMode() -- Sharing with a Friend -- Running the Sample -- Pinning Your Game Tile to the Start Area -- Publishing -- Requirements -- Submission -- Code Signing -- Where to Get Help -- Forums -- Blogs -- Search -- Summary -- INDEX.
Abstract:
Create the next generation of gaming titles for Windows Phone 7! Providing an overview of developing games for Windows Phone 7 while working within XNA Game Studio 4, this comprehensive resource covers such essential topics as device/emulator, development tools, device orientation, tilt and accelerometer sensors, multi-touch, working with Cloud and Web services, and more. Three complete games are included within the book plus hands-on explanations and clear example codes help you gain a deeper understanding of the Windows Phone 7 features so that you can start building a game right away. Serves as a comprehensive reference on Windows Phone 7 game development with XNA Game Studio 4 Includes real-world examples and anecdotes, making this book a popular choice for those taking their first steps into the game development industry Demonstrates how to program for device orientation, incorporate Touch Input, add music to a game, work with 3D, and take your game to the marketplace Put your game face on and start designing games for Windows Phone 7 with Professional Windows Phone 7 Game Development!.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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