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Windows phone 7 XNA cookbook /

This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Yang, Zheng
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2012.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Jump into Windows Phone Developer Tools and XNA Game Studio 4.0; Introduction; Installing Windows Phone Developer Tools; Creating your first Windows Phone XNA application; Deploying your game on an emulator or device; Getting familiar with orientation; Using DrawableComponent and GameServices; Chapter 2: Playing with Windows Phone Touch and Sensors; Introduction; Creating your first touch application/game; Taking your touch application to the next level.
  • Creating a Touch Directional Pad (D-pad)Dragging and swiping objects; Controlling images with Multi-Touch control; Using accelerometer to make a ball move on your phone; Chapter 3: Coordinates and View-Your First Step into XNA Game Development on Windows Phone 7; Introduction; Drawing the axes for a 2D game; Setting up the position, direction, and field of view of a fixed camera; Drawing the axes for a 3D game; Implementing a first-person shooter (FPS) camera in your game; Implementing a round rotating camera in a 3D game; Implementing a chase camera.
  • Using culling to remove the unseen parts and texture mappingChapter 4: Heads Up Display (HUD)-Your Phone Game User Interface; Introduction; Scaling an image; Creating a Simple Sprite Sheet animation in a 2D game; Creating a Complex Sprite Sheet animation in a 2D game; Creating a text animation in Adventure Genre (AVG) game; Creating a text-based menu-the easiest menu to create; Creating an image-based menu; Creating a 3D model-based menu; Creating a progress bar for game content loading and value status; Creating buttons in your game.
  • Creating a listbox to speed up your information management in a gameCreating a text input control to communicate with others in a game; Chapter 5: Content Processing; Introduction; The architecture and flow of content processing; Creating a custom importer and processor for your text; Processing XML files; Manipulating the extracted information from an image in the content pipeline; Extracting BoundingSphere and BoundingBox information from models; Chapter 6: Entering the Exciting World of 3D Models; Introduction; Controlling a model with the help of trackball rotation.
  • Translating the model in world coordinatesScaling a model; Viewing the model hierarchy information; Highlighting individual meshes of a model; Implementing a rigid model animation; Creating a terrain with texture mapping; Customizing vertex formats; Calculating the normal vectors from a model vertex; Simulating an ocean on your CPU; Chapter 7: Collision Detection; Introduction; Detecting the intersection of line segments; Implementing per pixel collision detection in a 2D game; Implementing BoundingBox collision detection in a 3D game.