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Microsoft Xna Framework Edition: Programming Windows Phone 7by Charles. Petzold
Synopses & Reviews
NOTE: This book is the printed, XNA-focused edition of Programming Windows Phone 7, which is available as a free eBook from the Microsoft Download Center. A Microsoft Silverlight-focused edition is also available for sale in print (ISBN 978-0-7356-5667-3). The Microsoft eBook covers both XNA and Silverlight in one volume.
Bring your game ideas to life—with guidance from a Windows programming legend
Begin creating your own game apps for Windows Phone 7—guided by the consummate teacher, award-winning author Charles Petzold. Focusing on the XNA 2D framework and the C# language, you’ll learn how to extend your existing skills—mastering core concepts and techniques for this new mobile platform. As always, Charles brings a unique combination of pragmatism and inspiration to his instruction—along with a wealth of hands-on examples.
Discover how to:
Book News Annotation:
This guide, the paper edition of a free online publication provided by Microsoft, provides detailed instructions for programming game applications for the Windows Phone 7 mobile phone operating system using the popular XNA development framework. The volume is divided into two sections covering basic operations including introductions to touch screens, bitmap textures, sensors and services and Windows Phone 7 application architecture and XNA principles including movements, sprites, dynamic textures, touch play and tilt play. The work includes numerous screen shots and code examples and access to additional online resources, including many sample projects, is provided. Petzold is an experienced programmer and the author of one of the premier Windows application development books, Programming Windows. Annotation ©2011 Book News, Inc., Portland, OR (booknews.com)
Get started building applications for Windows Phone 7--expertly guided by award-winning author Charles Petzold. You'll focus on the core concepts and techniques for creating apps withMicrosoft XNA, with coverage of Microsoft Visual Studio(R), .NET Framework managed code sandbox, the phone emulator, sensors, and location. As always, Charles brings a unique combination of pragmatism and authority tohis instruction--along with an eminently readable style and a wealth of hands-on examples. NOTE: Microsoft(R) XNA(R) Framework Programming for Windows(R) Phone7 and Microsoft(R) Silverlight Programming for Windows(R) Phone 7 are fully indexed, print-book versions of a single electronic edition titled Programming Windows Phone7, which is available as a free ebook from the Microsoft Download Center.
Now you can build your own games for Windows, Xbox 360, and Zune—as you learn the underlying skills and concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required!
Teach yourself how to program—and bring your game ideas to life!
About the Author
Rob Miles has been teaching computer programming for more than 25 years. An expert on Visual C#® and a Microsoft® MVP for Device Application Development, Rob enjoys inspiring new and experienced programmers. As well as writing his own games, programs, and poetry, Rob has consulted on a wide range of commercial software projects.
Table of Contents
Dedication; Acknowledgments; Introduction; Who This Book Is For; System Requirements; Code Samples; Support for This Book; Questions and Comments; Getting Started; Chapter 1: Computers, C#, XNA, and You; 1.1 Introduction; 1.2 How the Book Works; 1.3 C# and XNA; 1.4 Getting Started; 1.5 Writing Your First Program; 1.6 Conclusion; 1.7 Chapter Review Questions; Chapter 2: Programs, Data, and Pretty Colors; 2.1 Introduction; 2.2 Making a Game Program; 2.3 Working with Colors; 2.4 Controlling Color; 2.5 Conclusion; 2.6 Chapter Review Questions; Chapter 3: Getting Player Input; 3.1 Introduction; 3.2 Reading a Gamepad; 3.3 Using the Keyboard; 3.4 Adding Vibration; 3.5 Program Bugs; 3.6 Conclusion; 3.7 Chapter Review Questions; Images, Sound, and Text; Chapter 4: Displaying Images; 4.1 Introduction; 4.2 Resources and Content; 4.3 Using Resources in a Game; 4.4 Conclusion; 4.5 Chapter Review Questions; Chapter 5: Writing Text; 5.1 Introduction; 5.2 Text and Computers; 5.3 Getting the Date and Time; 5.4 Making a Prettier Clock with 3-D Text; 5.5 Creating Fake 3-D; 5.6 Conclusion; 5.7 Chapter Review Questions; Chapter 6: Creating a Multi-Player Game; 6.1 Introduction; 6.2 Conclusion; 6.3 Chapter Review Questions; Chapter 7: Playing Sounds; 7.1 Adding Sound; 7.2 Conclusion; 7.3 Chapter Review Questions; Chapter 8: Creating a Timer; 8.1 Making Another Game; 8.2 Finding Winners Using Arrays; 8.3 Conclusion; 8.4 Chapter Review Questions; Chapter 9: Reading Text Input; 9.1 Using the Keyboard in XNA; 9.2 Working with Arrays, Objects, and References; 9.3 Displaying Keys; 9.4 Conclusion; 9.5 Chapter Review Questions; Writing Proper Games; Chapter 10: Using C# Methods to Solve Problems; 10.1 Introduction; 10.2 Playing with Images; 10.3 Creating a Zoom-Out; 10.4 Conclusion; 10.5 Chapter Review Questions; Chapter 11: A Game as a C# Program; 11.1 Introduction; 11.2 Creating Game Graphics; 11.3 Projects, Resources, and Classes; 11.4 Creating Game Objects; 11.5 Conclusion; 11.6 Chapter Review Questions; Chapter 12: Games, Objects, and State; 12.1 Introduction; 12.2 Adding Bread to Your Game; 12.3 Adding Tomato Targets; 12.4 Conclusion; 12.5 Chapter Review Questions; Chapter 13: Making a Complete Game; 13.1 Introduction; 13.2 Making a Finished Game; 13.3 Improving Code Design; 13.4 Adding a Background; 13.5 Adding a Title Screen; 13.6 Conclusion; 13.7 Chapter Review Questions; Chapter 14: Classes, Objects, and Games; 14.1 Introduction; 14.2 Design with Objects; 14.3 Classes and Structures; 14.4 References; 14.5 Value and Reference Types; 14.6 Creating a Sprite Class Hierarchy; 14.7 Adding a Deadly Pepper; 14.8 Conclusion; 14.9 Chapter Review Questions; Chapter 15: Creating Game Components; 15.1 Introduction; 15.2 Objects and Abstraction; 15.3 Constructing Class Instances; 15.4 Adding 100 Killer Tangerines; 15.5 Adding Artificial Intelligence; 15.6 Adding Game Sounds; 15.7 From Objects to Components; 15.8 Conclusion; 15.9 Chapter Review Questions; Chapter 16: Creating Multi-Player Networked Games; 16.1 Introduction; 16.2 Networks and Computers; 16.3 Xbox Live; 16.4 Bread and Cheese Pong; 16.5 Conclusion; 16.6 Making Games for Fun; 16.7 verysillygames.com; 16.8 Chapter Review Questions; Answers to the Chapter Review Questions; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Chapter 13; Chapter 14; Chapter 15; Chapter 16; Glossary; About the Author; Rob Miles;\n
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