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Microsoft Xna Game Studio 4.0 (11 Edition)by Rob S. Miles
Synopses & ReviewsPlease note that used books may not include additional media (study guides, CDs, DVDs, solutions manuals, etc.) as described in the publisher comments.
Now you can build your own games for your Xbox 360, Windows Phone 7, or Windows-based PC—as you learn the underlying 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!
Book News Annotation:
This book by Miles, Microsoft MVP for Windows Phone Development, provides instruction on programming games for Xbox 360(r), Windows(r) Phone 7, and Windows PC. Designed for the absolute novice, this book guides readers through the basics of XNA, C#, code writing, game behavior, graphics, game objects, sounds, processing controller and keyboard input, touch panel input, multiplayer, and networked games. Due to the similarity of the C# language to other popular programming languages like C, C++, and Java, this guide can also help build programming skills for those with an interest in starting a career in programming and game development. Annotation ©2011 Book News, Inc., Portland, OR (booknews.com)
About the Author
Rob Miles has been teaching computer programming for more than 25 years. An expert on Visual C#(R) 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
; Acknowledgments; Introduction; Who This Book Is For; System Requirements; Code Samples; Errata and Book Support; We Want to Hear from You; Stay in Touch; 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 Chapter Review Questions; Making Mobile Games for Windows Phone 7 with XNA; Chapter 17: Motion-Sensitive Games; 17.1 Introduction; 17.2 The Accelerometer; 17.3 Acceleration and Physics; 17.4 Creating a Cheese Lander” Tipping Game; 17.5 Conclusion; 17.6 Chapter Review Questions; Chapter 18: Exploring Touch Input; 18.1 Introduction; 18.2 The Windows Phone Touch Screen; 18.3 Creating a Panic Button; 18.4 Creating a Touch Drumpad; 18.5 Creating a Shuffleboard Game; 18.6 Conclusion; 18.7 Chapter Review Questions; Chapter 19: Mobile Game Development; 19.1 Introduction; 19.2 The Windows Phone; 19.3 Maximizing the Phone Battery Life in XNA Games; 19.4 Dealing with Changes in Phone Orientation; 19.5 Using a Specific Display Size for Windows Phone Games; 19.6 Hiding the Windows Phone Status Bar; 19.7 Stopping the Screen Timeout from Turning Off Your Game; 19.8 Creating a Phone State Machine; 19.9 Handing Incoming Phone Calls; 19.10 A Game as a Windows Phone Application; 19.11 Getting Your Games into the Marketplace; 19.12 Conclusion; 19.13 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; Chappppppter 16; Chapter 17; Chapter 18; Chapter 19; About the Author; Rob Miles;
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