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Windows Phone 7 XNA Cookbook电子书

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1人正在读 | 0人评论 9.8

作       者:Zheng Yang

出  版  社:Packt Publishing

出版时间:2012-02-16

字       数:194.4万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. If you are an aspiring programmer with some basic concepts in C# and object-oriented knowledge who wants to create games for Windows Phone 7, this book is for you. This book is also for the experienced programmers want to transfer from Windows or Xbox to the Windows Phone 7 platform. Only basic knowledge of C# and .Net is required.
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Windows Phone 7 XNA Cookbook

Table of Contents

Windows Phone 7 XNA Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Jump into Windows Phone Developer Tools and XNA Game Studio 4.0

Introduction

Installing Windows Phone Developer Tools

How to do it...

Creating your first Windows Phone XNA application

How to do it...

How it works...

Deploying your game on an emulator or device

Getting ready

How to do it...

Getting familiar with orientation

Getting ready

How to do it...

How it works...

Using DrawableComponent and GameServices

Getting ready

How to do it...

How it works...

2. Playing with Windows Phone Touch and Sensors

Introduction

Creating your first touch application/game

Getting ready

The GetState() method

The TryGetPreviousLocation() method

The GetCapabilities() method

How to do it...

How it works...

Taking your touch application to the next level

How to do it...

How it works...

Creating a Touch Directional Pad (D-pad)

How to do it...

How it works...

Dragging and swiping objects

Getting ready

How to do it...

How it works...

Controlling images with Multi-Touch control

Getting ready

How to do it...

How it works...

Using accelerometer to make a ball move on your phone

Getting ready

How to do it...

How it works...

3. Coordinates and View Your First Step into XNA Game Development on Windows Phone 7

Introduction

Drawing the axes for a 2D game

How to do it...

How it works...

Setting up the position, direction, and field of view of a fixed camera

Getting ready

How to do it...

How it works...

Drawing the axes for a 3D game

How to do it...

How it works...

Implementing a first-person shooter (FPS) camera in your game

Getting ready

How to do it...

How it works...

Implementing a round rotating camera in a 3D game

How to do it...

How it works...

Implementing a chase camera

How to do it...

How it works...

Using culling to remove the unseen parts and texture mapping

Getting ready

How to do it...

How it works...

4. Heads Up Display (HUD) Your Phone Game User Interface

Introduction

Scaling an image

How to do it...

How it works...

Creating a Simple Sprite Sheet animation in a 2D game

Getting ready

How to do it...

How it works...

Creating a Complex Sprite Sheet animation in a 2D game

Getting ready

How to do it…

How it works…

Creating a text animation in Adventure Genre (AVG) game

How to do it...

How it works...

Creating a text-based menu the easiest menu to create

Getting ready

How to do it...

How it works...

Creating an image-based menu

Getting ready

How to do it...

How it works...

Creating a 3D model-based menu

Getting ready

How to do it...

How it works...

Creating a progress bar for game content loading and value status

Getting ready

How to do it...

How it works...

Creating buttons in your game

How to do it...

How it works...

Creating a listbox to speed up your information management in a game

Getting ready

How to do it...

How it works...

Creating a text input control to communicate with others in a game

How to do it...

How it works...

5. Content Processing

Introduction

The architecture and flow of content processing

The reading phase

The loading phase

Content Document Object Model

Creating a custom importer and processor for your text

Getting ready

How to do it...

How it works...

Processing XML files

How to do it...

How it works...

Manipulating the extracted information from an image in the content pipeline

How to do it...

How it works...

Extracting BoundingSphere and BoundingBox information from models

Getting ready

How to do it...

How it works...

6. Entering the Exciting World of 3D Models

Introduction

Controlling a model with the help of trackball rotation

How to do it...

How it works...

Translating the model in world coordinates

How to do it...

How it works...

Scaling a model

How to do it...

How it works...

Viewing the model hierarchy information

How to do it...

How it works...

Highlighting individual meshes of a model

How to do it...

How it works...

Implementing a rigid model animation

How to do it...

How it works...

Creating a terrain with texture mapping

Getting ready

How to do it...

How it works...

Customizing vertex formats

How to do it...

How it works...

Calculating the normal vectors from a model vertex

Getting ready

How to do it...

How it works...

Simulating an ocean on your CPU

How to do it...

How it works...

7. Collision Detection

Introduction

Detecting the intersection of line segments

Getting ready

How to do it...

How it works...

Implementing per pixel collision detection in a 2D game

How to do it...

How it works...

Implementing BoundingBox collision detection in a 3D game

How to do it...

How it works...

Implementing BoundingSphere collision detection in a 3D game

How to do it...

How it works...

Implementing ray-triangle collision detection

Getting ready...

How to do it...

How it works...

Mapping a tapped location to 3D

How to do it...

How it works...

Implementing sphere-triangle collision detection

How to do it...

How it works...

Making a 3D ball move along a curved surface

How to do it...

How it works...

8. Embedding Audio in your Game

Introduction

Controlling an audio file

Getting ready

How to do it...

How it works...

Adding sound effects to your game

Getting ready

How to do it...

How it works...

Adding stereo sounds to your game

Getting ready

How to do it...

How it works...

9. Special Effects

Introduction

Using dual texture effects

How to do it...

How it works...

Using environment map effects

Getting ready

How to do it...

How it works...

Rendering different parts of a character into textures using RenderTarget2D

Getting ready

How to do it...

How it works...

Creating a screen transition effect using RenderTarget2D

How to do it...

How it works...

10. Performance Optimization Fast! Faster!

Introduction

Optimizing your game's performance

Getting ready

Design versus implementation

Game runs slow?

Measuring the running time

How to do it…

How it works…

There's more...

Using the EQATEC Profiler to profile your game's running time

Getting ready

How to do it...

How it works...

Reducing the game contents' loading time

Making good loading decisions

Using the XNA content pipeline to reduce file size

Evaluating the asynchronous background loading

Considering the custom serialization

Improving game performance with garbage collection

Value types versus reference types

Defining a true value checking method

Using StringBuilder for string operations

Drawing integer in string without garbage

Taking advantage of the list for sprites

Preferring struct rather than class when just an instance is needed

11. Launching to the Marketplace

Introduction

Preparing to submit your application to the Marketplace

Application submission checklist

Submitting your application to the Marketplace

Getting ready

How to do it…

How it works…

Index

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