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Other titles in the Sams Teach Yourself...in 24 Hours series:

Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours)

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Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours) Cover

 

Synopses & Reviews

Publisher Comments:

In just 24 sessions of one hour or less, you’ll learn how to build high performance games for Windows Phone 7 with Microsoft’s free XNA 4.0 toolset. Using this book’s straightforward, step-by-step approach, you’ll master all the skills you need to design, develop, test, and publish highly playable games for any WP7 device. You’ll learn how to integrate game logic, touch screen user input, bitmaps, animations, audio, physics effects, GPS location services, and more. Each lesson builds on what you’ve already learned, culminating in the construction of a complete game—and giving you a rock-solid foundation for real-world success!

 

Step-by-step instructions carefully walk you through the most common Windows Phone 7 game development tasks.

 

Quizzes and Exercises at the end of each chapter help you test your knowledge.

 

By the Way notes present interesting information related to the discussion.

 

Did You Know? tips offer advice or show you easier ways to perform tasks.

 

Watch Out! cautions alert you to possible problems and give you advice on how to avoid them.

 

Learn how to…

  • Develop fast, playable Windows Phone 7 games with XNA 4.0
  • Get and manage user touch screen input
  • Draw 2D bitmapped images, and bring them to life as sprites
  • Transform sprites using rotation, scaling, and velocity calculations
  • Detect and handle collisions between game objects
  • Create surprisingly realistic animation effects
  • Master sophisticated finite state programming techniques
  • Integrate GPS Location Services into your game
  • Make the most of Windows Phone audio
  • Read, write, and save game files
  • Create your game’s Graphical User Interface (GUI)
  • Implement realistic physics effects, including gravity and acceleration
  • Tweak gameplay to make your games more fun

Synopsis:

Now, there's a practical, hands-on guide to mastering 2D and 3D game development for Windows Phone 7 with Visual C# 2010 and XNA Game Studio 4.0. One step at a time, this book teaches all facets of mobile game development, from design through publishing via Microsoft's Marketplace. Top game development author Jonathan S. Harbour starts with the absolute basics, making Windows Phone game development accessible even to programmers who've never written a game before. Then, one step at a time, he shows how to use Microsoft's free XNA toolset to design and construct high-performance, highly-playable games for the newest Windows Phone 7 devices. Friendly, accessible, and conversational, this book delivers a practical grounding in Windows Phone 7 game development without ever becoming overwhelming or intimidating. Each lesson builds on everything that's come before, helping readers learn core techniques from the ground up. Readers learn key concepts, syntax, and techniques through short, practical examples that reflect the realities of modern mobile game development.

About the Author

Jonathan S. Harbourhas been programming video games since the 1980s. His first game system was an Atari 2600, which he played with, disassembled, on the floor of his room as a kid. He has written on numerous subjects such as C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, Pocket PC, and game consoles. He is the author of another recent book titled XNA Game Studio 4.0 for Xbox 360 Developers. He holds a Master’s degree in Information Systems Management. Visit his web log and game development forum at www.jharbour.com/forum, and his Facebook page at www.facebook.com/jharbourcom.

Table of Contents

Introduction    1

Audience and Organization    1

Conventions Used in This Book    5

Resource Files    5

Part I: Introduction

HOUR 1: Making Games for Windows Phone 7    9

Getting Started with Windows Phone 7    9

Windows Phone 7 as a Game Platform?    10

History of the Platform    11

Hardware Specifications    16

Summary    17

Q&A    18

Workshop    18

HOUR 2: Getting Started with Visual C# 2010 for Windows Phone    21

Visual C# 2010 Express    21

Using Silverlight for WP7    24

XNA Game Studio    30

XNA or Silverlight: What’s the Verdict?    37

Summary    37

Q&A    38

Workshop    38

HOUR 3: Printing Text    39

Creating the Font Demo Project    39

Adding a New Font to the Content Project    41

Learning to Use the SpriteFont Class    45

Printing Text    46

Summary    48

Q&A    48

Workshop    49

HOUR 4: Getting User Input    51

Exploring Windows Phone Touchscreen Input    51

Simulating Touch Input    52

Using Gestures on the Touchscreen    55

Summary    56

Q&A    57

Workshop    57

HOUR 5: Drawing Bitmaps    59

Adding a Bitmap File to an XNA Project    59

Loading a Bitmap File as an Asset    62

Drawing a Bitmap with SpriteBatch    63

Drawing Bitmaps with Transparency    65

Summary    68

Q&A    68

Workshop    69

Part II: Sprite Programming

HOUR 6: Treating Bitmaps as Sprites    73

Bringing Bitmaps to Life    73

Drawing Lots of Bitmaps    74

Running into Limits with Global Variables    76

Creating a Simple Sprite Class    79

Summary    87

Q&A    88

Workshop    88

HOUR 7: Transforming Sprites    89

Translating (Moving) a Sprite    89

Using Velocity as Movement Over Time    91

Moving Sprites in a Circle    94

Summary    98

Q&A    98

Workshop    98

HOUR 8: More Sprite Transforms: Rotation and Scaling    101

Rotating a Sprite    101

Scaling a Sprite    108

Summary    114

Q&A    114

Workshop    115

HOUR 9: Advanced Linear and Angular Velocity    117

Calculating Angular Velocity    117

“Pointing” a Sprite in the Direction of Movement    124

Summary    129

Q&A    129

Workshop    129

HOUR 10: When Objects Collide    131

Boundary Collision Detection    131

Radial Collision Detection    139

Assessing the Damage    141

Summary    147

Q&A    147

Workshop    147

HOUR 11: Managing Lots of Sprites    149

Robot Trash Collectors    149

Summary    160

Q&A    160

Workshop    161

Contents

HOUR 12: Sprite Color Animation    163

Getting Started with Color Animation    163

Color Animation    167

Summary    178

Q&A    178

Workshop    179

HOUR 13: Sprite Transform Animation    181

Adding Transform Support to the Animation Class    181

Combining Multiple Animations    189

Summary    194

Q&A    194

Workshop    195

HOUR 14: Sprite Frame Animation    197

Drawing Animation Frames    198

Creating the Frame Animation Demo    202

Summary    209

Q&A    210

Workshop    210

HOUR 15: Transforming Frame Animations    213

Drawing Frames with Color Mods    213

Drawing Frames with Transform Mods    218

Animation Mods Demo    224

Summary    228

Q&A    228

Workshop    229

HOUR 16: Drawing with Z-Index Ordering    231

Prioritized Drawing    231

Summary    237

Q&A    237

Workshop    238

Part III: Gameplay

HOUR 17: Using Location Services (GPS)    241

GPS 101    241

Windows Phone Location Services    243

Simulating Position Changes    245

Creating the Geo Position Demo    249

Summary    252

Q&A    252

Workshop    253

HOUR 18: Playing Audio    255

Getting Started with Windows Phone Audio    255

Creating the Audio Demo Program    259

Summary    262

Q&A    262

Workshop    263

HOUR 19: Reading and Writing Files Using Storage    265

Using Windows Phone Isolated Storage    265

Creating the Storage Demo Example    270

Summary    274

Q&A    275

Workshop    275

HOUR 20: Creating a Graphical User Interface    277

Creating the GUI Controls    278

Demonstrating the GUI Controls    287

Summary    292

Q&A    292

Workshop    292

HOUR 21: Finite State Gameplay    295

Finite State Gameplay in Theory    295

Testing Game State    299

Summary    308

Q&A    308

Workshop    309

HOUR 22: The Physics of Gravity    311

Simulating Gravity    311

The Gravity Demo    314

Summary    320

Q&A    321

Workshop    321

HOUR 23: Rocket Science: Acceleration    323

Building the Game    323

Summary    334

Q&A    335

Workshop    335

HOUR 24: The Black Hole Game    337

Adding the Finishing Touches    337

Summary    357

Q&A    357

Workshop    357

Index    359

Product Details

ISBN:
9780672335549
Author:
Harbour, Jonathan
Publisher:
Sams
Author:
Harbour, Jonathan S.
Subject:
Computer Graphics - Game Programming
Subject:
Software Engineering-Game Design
Copyright:
Edition Description:
Trade paper
Series:
Sams Teach Yourself Sams Teach Yourself -- Hours
Publication Date:
20110909
Binding:
TRADE PAPER
Language:
English
Pages:
384
Dimensions:
9.08 x 6.98 x 0.855 in 583 gr

Related Subjects

» Computers and Internet » Computer Languages » C#
» Computers and Internet » Computers Reference » General
» Computers and Internet » Mobile and Handheld Devices » Windows CE » General
» Computers and Internet » Mobile and Handheld Devices » Windows CE » Programming
» Computers and Internet » Software Engineering » Game Design

Sams Teach Yourself Windows Phone 7 Game Programming in 24 Hours (Sams Teach Yourself...in 24 Hours) Sale Trade Paper
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Product details 384 pages Sams - English 9780672335549 Reviews:
"Synopsis" by , Now, there's a practical, hands-on guide to mastering 2D and 3D game development for Windows Phone 7 with Visual C# 2010 and XNA Game Studio 4.0. One step at a time, this book teaches all facets of mobile game development, from design through publishing via Microsoft's Marketplace. Top game development author Jonathan S. Harbour starts with the absolute basics, making Windows Phone game development accessible even to programmers who've never written a game before. Then, one step at a time, he shows how to use Microsoft's free XNA toolset to design and construct high-performance, highly-playable games for the newest Windows Phone 7 devices. Friendly, accessible, and conversational, this book delivers a practical grounding in Windows Phone 7 game development without ever becoming overwhelming or intimidating. Each lesson builds on everything that's come before, helping readers learn core techniques from the ground up. Readers learn key concepts, syntax, and techniques through short, practical examples that reflect the realities of modern mobile game development.
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