34,79 €
Developing games for Windows Phone 7, a new mobile platform, is your big chance to impact the world of mobile games. The XNA 4.0 for Windows Phone 7 integrates a lot of capabilities from software and hardware for you to create incredible games. The next generation of mobile games will be built by you.
Windows Phone 7 XNA Cookbook is the best choice for you to make a game on Windows Phone 7. The book helps you to master the indispensable techniques to create your games using XNA 4.0. From the basics such as animating a 2D sprite and interacting with the customized graphical user interface to the more challenging such as 3D graphic rendering and collision detection.
This comprehensive cookbook covers all the essential areas of XNA game development for Windows Phone 7, such as approaches to control the sensors, gestures and typical kinds of cameras. We also have recipes for sprite animation, texture rendering, and graphical user interface development that will give you a powerful tool to work with 2D effects. After this we move onto the more juicy stuff with recipes covering 3D graphic rendering and collision detection, and major ways to improve your loading efficiency. You will also work with Xbox live so you can take your game global. Finally, no mobile game development book would be complete without a look at performance optimization to make your games run faster. Windows Phone 7 XNA Cookbook will equip you with the firepower to rock the game world.
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Seitenzahl: 453
Veröffentlichungsjahr: 2012
Copyright © 2012 Packt Publishing
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First published: February 2012
Production Reference: 1090212
Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.
ISBN 978-1-84969-120-8
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Cover Image by John M. Quick (<[email protected]> )
Author
Zheng Yang
Reviewers
Ioannis Panagopoulos
Elbert Perez
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Zheng Yang is a hands-on Technical Leader with five years combined professional experience providing core development engineering for global Microsoft Consumer-Facing Applications and as an independent Game Developer. He is a dynamic, results-oriented developer with a proven history of providing innovative solutions to complex technical problems. When he was a student, he achieved recognition from Microsoft Research Asia and Microsoft Imagine Cup Team. Zheng Yang has advanced technical knowledge of key development technologies including C#, the .NET framework, C++, Visual Studio, DirectX, and SQL Server. He has solid expertise across the full life cycles of both Software Development and Game Production.
Ioannis Panagopoulos is a Computer Engineer with a PhD in Computer Systems Design specializing in software development for commercial as well as scientific applications. Since 2010, he has also been an MVP for Microsoft. He has participated in many software development projects targeting a vast variety of application domains in collaboration with companies and research facilities. He is also offering consulting services regarding software design and implementation in .NET technologies. He has given lectures in higher education in areas including of operating systems software development and hardware design. He is also an invited speaker in several Microsoft development events. His current software development passions are WPF, ASP.NET MVC, the Entity Framework, XNA in WP7 and HTML5. He lives in Athens, Greece.
Elbert Perez is a full-time independent Game Developer working exclusively on Windows Phone using XNA and Silverlight. Elbert has created over 13 games on these frameworks with the majority of them breaking the top 20 downloaded games.
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This book is dedicated to:
My parents, Decheng Yang and Guangxiu Shen, for giving me the spirit and belief to pursue my dream.
Thanks for always encouraging me to do what I love to do.
Windows Phone certainly held the hot spot at the world-class consumer electronics event, the International CES in January 2012. Microsoft CEO Steve Ballmer said, "The past year has really been about the whole push to build what can clearly be the strong third ecosystem in the smartphone market, with a very differentiated point of view."
In fact, Windows Phone has many strong and compelling specialties in mobile markets People Hub, Live Tiles, Marketplace, and Xbox Live. We believe 2012 2013 will be a remarkable year for Microsoft and Windows Phone.
As a developer, everyone hopes to rock the world by using their creativity. How do we do it? We could write an application, but what kind of application? Games? Why? Well, games are the most dazzling way to grab the attention of, and also to entertain people. Why Windows Phone? Windows Phone provides seamless access to your Xbox Live space and is equipped with handy development tool set to make your game global. How? Read this book!
Windows Phone 7 XNA Cookbook is a unique choice covering everything you need to know to develop games on the Windows Phone. It explains all the core areas of XNA game development for Windows Phone, such as controlling sensors, gestures, and different kinds of cameras. The 2D game development recipes will introduce you to the techniques of sprite animation, texture rendering, and graphical user interface creation. After that, the book moves on to more cutting edge topics, with recipes covering 3D graphic rendering, animation and collision detection, and key methods of improving loading efficiency. As a game development book, you will also find throughout discussions and hands-on examples about performance optimization to make your games run faster. Finally, the book presents all of the steps you need to take to make your games show up in the Marketplace — the world stage of game development. It's your time!
Chapter 1, Jump into Windows Phone Developer Tools and XNA Game Studio 4.0, tells you the background of Windows Phone and how to set up the development environment for building your first Windows Phone game.
Chapter 2, Playing with Windows Phone Touch and Sensors, shows you how to use the basic gestures including tapping, swiping, and dragging. You will also learn the techniques for using the accelerometer.
Chapter 3, Coordinates and View — Your First Step into XNA Game Development on Windows Phone 7, explains how 2D and 3D coordinates work in Windows Phone XNA development and how different types of cameras can be used as view.
Chapter 4, Heads Up Display (HUD) — Your Phone Game User Interface, explains how to work with 2D graphics rendering and demonstrates the essential techniques to make GUI controls, such as buttons, list controls, and so on.
Chapter 5, Content Processing, explains Content Pipeline, which is a very unique technology in XNA. It preprocesses the assets including images, 3D models, audios, and so on; also, you can customize different formats for pre-loading. Content Pipeline accelerates the game asset loading speed and gives you flexibility to define your own content model.
Chapter 6, Entering the Exciting World of 3D Models dives into the mystery 3D world in Windows Phone XNA. You will learn a lot of interesting topics on 3D with examples from model viewing to animation.
Chapter 7, Collision Detection, explains an eternal topic in game development. In this chapter, you will get the core ideas of collision detection for 2D and 3D objects, a little harder but useful, the corresponding examples will make your life easier.
Chapter 8, Embedding Audio in your Game, shows you the methods for adding the audio, music, and sound effects into your game. It also demonstrates how to use the XNA framework to add stereo sound to your game.
Chapter 9, Special Effects, teaches you how to work on the built-in effects such as dual-texture effects and environment mapping. Moreover, you will discover how to render the current screen display onto a texture and use it to make screen transition.
Chapter 10, Performance Optimization — Fast! Faster!, specifically shows you how to make your Windows Phone game run faster. It provides you with hands-on examples and tips you can employ to make sure your game gives the user a seamless experience.
Chapter 11, Launching to the Marketplace, focuses on the process of submitting your application to the Microsoft Marketplace, so that everybody using Windows Phone can download your work. It covers all of the steps required, from preparation to submission.
If you are an aspiring programmer with some basic concepts in C# and object-oriented knowledge who wants to create games for Windows Phone, this book is for you. It is also for experienced programmers who want to transfer from Windows or Xbox to the Windows Phone 7 platform. Only basic knowledge of C#, .NET, and Computer Graphics is required.
In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.
Code words in text are shown as follows: "Put the code into the LoadContent() method:"
A block of code is set as follows:
New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Choose Visual Studio 2010 Express for Windows Phone, and the main page for downloading the tool will show up."
Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
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In this chapter, we will cover:
Windows Phone 7 is a new platform from Microsoft. It succeeds the Windows Mobile and combines the UI features of Microsoft Zune. Windows Phone is a consumer-oriented platform while Windows Mobile is more about business. On Windows Phone 7, or the latest release of Mango, you have more flexibility to develop with the hardware using the user design tool Microsoft Expression Blend and Design. Besides the approach to develop regular applications, Windows Phone also provides the capability to make amazing mobile games around Xbox Live based on XNA Game Studio 4.0. Unlike the previous version, XNA 4.0 is included in a tool collection called Windows Phone Developer Tools utilized for producing Windows Phone games. With the tools and Visual Studio 2010, it will be easy to have and employ the Windows Phone application to the device. As a bonus, if you were a marketing-oriented developer, the App Hub would be an attractive place for promoting your applications and making income. In this chapter, you will discover the most useful and common features of XNA 4.0 for Windows Phone. Even if you are relatively new to Windows Phone 7 and XNA 4.0, this chapter should get you up and running. Can't wait to begin Windows Phone 7? Let's begin.
Microsoft XNA Game Studio 4.0 is included as part of the Windows Phone Development Tools. It is a set of software tools that can be used by developers to create games for Windows Phone 7, Xbox LIVE Indie Games, and Windows. The entire tool package contains:
Installing the toolset is the first step of your Windows Phone XNA game programming journey. In this recipe, you will learn how to set up the handy programming environment.
The following steps show you how to install the Windows Phone Developer Tools.
Visual Studio 2010 is a required tool for XNA game development. If you do not have it:
The following are the steps for installing XNA Game Studio 4.0 with Windows Phone Developer Tools:
Now, all the preliminary work of XNA game development is done.
After installing the Visual Studio 2010 and Windows Phone Developer Tools, I am sure you cannot wait to begin your first Windows Phone XNA application. In this section, you will start the charming journey, learn about the basic and important code of XNA, and how this code works. It is easy to get started.
The basic methods in Game1 class residing in Game1.cs of your first Windows Phone Game project WindowsPhoneGame1 are very useful. They are clear and easy to understand according to the method name and comments. This template is your first gift, and you will find new ways here to speed up your development. The complete game skeleton presents several significant methods:
For the recipes in the following chapters, we will be revising this code many times from different perspectives. When you build the project and run it, you will see an emulator window with a solid blue background by default. Your first XNA Windows Phone Game is done, although it is just a blank screen as shown in the following screenshot. Isn't it easy?
In the previous recipe, you completed your first XNA Windows Phone Game. In this recipe, you will learn more details on how you can deploy your Windows Phone application on the emulator or device.
When you build the Windows Phone 7 project, in the Output window, you will see the building messages similar to the following screenshot:
Here, you may be curious about Xap packaging. A .xap is a simple file similar to a .zip file, renamed to .xap. It contains the app and all relevant dependencies. There are a number of possible .xml files that could be included inside .xap, such as required security access level.
For better understanding, you could change the extension from .xap to .zip and use WinZip to extract the .zip file. Several necessary information will be presented such as the content directory with .xnbl binary files, dependency files with .dll extension, configuration xml files, an xml file named AppManifest, and so on. The xaml file is very important for Windows Phone 7 applications. This file provides the emulator or device with the application start-up information, the entry point, and the dependency.
After project building, the next step is to deploy your Windows Phone 7 XNA application to the device or emulator. The direct method is by using Visual Studio Deploy Options, as shown in the following screenshot:
In the drop-down list, you could choose Windows Phone 7 Emulator or Windows Phone 7 Device. If you are a member of App Hub, which is free for students and is charged at $99 for regular users, you can successfully deploy to the real device or the emulator. Otherwise, you can choose the emulator as the test platform.
If using an emulator, Visual Studio 2010 will boot the emulator first, and then initialize (this may take a long time if the user's PC does not have hardware virtualization enabled.) The next step is to copy the .xap file to the emulator and execute it.
If using the device for the first time, the preparation work is a little complex (I promise this is only once), as follows:
Besides this, you need to make sure that your phone has loaded the proper device drivers. At this point, you are now ready to start publishing your custom app to the phone.
Next, you will need to click Start | All Programs | Windows Phone Developer Tools | Windows Phone Developer Registration. You will see a screen as shown in the following screenshot. You can use the Windows Live ID that you linked to. You can also unregister the device.If you deploy the application to your phone device and not the emulator, the phone must be turned on and unlocked (displaying the start/home tiles screen). To debug on the phone you just need to hit Run (F5).
In XNA game programming, a lot of built-in or customized objects exist in the game data container. When the quantity increases and it becomes onerous for you to manage, you will need a service to make your XNA programming life easier; this recipe will give you the necessary guidance.
In an XNA application, some parts or objects of your game need to be separately updated or drawn, such as radar, player, or monster. Within your XNA game, you need to create separate defined classes for the substances, then build an instance of one of them, initialize it, update it, and finally, render it to the screen within the Draw() method reserved for game loop calling. Hence, you need to define these kind of classes, which have their own Initialize(), Load/UnloadContent(), Update(), and Draw() methods, so that you can easily call them in the XNA game loop.
Again, it is better to inherit these classes from GameComponent, which promises your classes are added to the Component List, Game.Component a global objects manager in XNA application. It simplifies the management of the game shared objects to the delight of the XNA programmer
Furthermore, if you are sure your separated class has the rendering ability, DrawableGameComponent could be the best choice for you because the overridden Draw() method will be called automatically from DrawableGameComponent.
In step 1, the code presents a brief code snippet of the Radar class inherited from DrawableGameComponet. So far, your focus is on how to override the Initialize(), Update(), LoadContent(), UnloadContent(), and Draw() methods.
In this chapter, we will cover:
Input is the essential part of a game; without it, even with the extremely cool graphical effects, it is not a real game. Input gives players the opportunity to interact with the game world and it delights them. You will find Windows Phone 7 games completely different from traditional desktop games, as they do not have a keyboard and a mouse. You might wonder what can we do for input?
The touchscreen and a new amazing piece of hardware, accelerometer, bring you a brand new experience in playing Windows Phone 7 games. By just tapping the touchscreen and moving or twisting your hands, you can play a whole game on a Windows Phone 7. Isn't it fabulous? In this chapter, you will discover how great these features are and learn to use them in your XNA game programming.