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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
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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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