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 lifewith guidance from a Windows programming legend
Begin creating your own game apps for Windows Phone 7guided by the consummate teacher, award-winning author Charles Petzold. Focusing on the XNA 2D framework and the C# language, youll learn how to extend your existing skillsmastering core concepts and techniques for this new mobile platform. As always, Charles brings a unique combination of pragmatism and inspiration to his instructionalong with a wealth of hands-on examples.
Discover how to:
- Develop high-performance XNA 2D games
- Create and animate text and sprites
- Capture and embed bitmaps, balancing performance issues
- Support multi-touch inputincluding tap, drag, flick, and pinch
- Manipulate bitmaps at the pixel level
- Apply dynamic textures
- Work with transforms
- Put components together for touch-and-play and tilt-and-play games
- Test-drive your game on Windows Phone Emulator
Get code samples on the Web
- For system requirements, see the Introduction.
Synopsis
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!
- Learn XNA and C# fundamentals—and extend the challenge with each chapter
- Write code to create and control game behavior
- Build your game’s display—colors, graphics, text, lighting, 3-D effects
- Capture and cue sounds
- Process input from gamepads and keyboards
- Add excitement to gameplay with timers, scoring, and survival
- Create multiplayer features
- Tweak existing games—and invent totally new ones
About the Author
'
Charles Petzold wrote the classic Programming Windows®, which is currently in its fifth edition and one of the best-known and widely used programming books of all time. He was honored in 1994 with the Windows Pioneer Award, presented by Microsoft® founder Bill Gates and Windows Magazine. He has been programming with Windows since first obtaining a beta Windows 1.0 SDK in the spring of 1985, and he wrote the very first magazine article on Windows programming in 1986. Charles is an MVP for Client Application Development and the author of several other books including Code: The Hidden Language of Computer Hardware and Software.'
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;