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Professional Windows Phone 7 game development : creating games using XNA Game Studio 4 /

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Williams, Chris G., Clingerman, George W. (Autor)
Otros Autores: Germishuys, Pieter (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, Ind. : Wiley Pub., ©2011.
Colección:Wrox professional guides.
Temas:
Acceso en línea:Texto completo
Texto completo
Tabla de Contenidos:
  • 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 NeedMeeting 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 INPUTResponding 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 SystemActions.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
  • SoundEffectSoundEffectInstance; 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