Book description
Windows Phone 7 is a powerful mobile computing platform with huge potential for gaming. With "instant on" capabilities, the promise of gaming on the move is a reality with Windows Phone 7 devices. It's an ideal environment for .NET developers looking to create fun, sophisticated games for large audiences.
Windows Phone 7 Game Development will guide you through all of the stages required to develop your own games for the Windows Phone 7 platform using the powerful industry standard .NET programming environment and the C# programming language within Visual Studio 2010. You'll be guided though using Silverlight and XNA for the presentation layer of your games. You'll also see the inner workings on the Windows Phone, and learn to take advantage of the phone's gaming capabilities. Finally, you'll receive instructions on distributing your applications through the Windows Marketplace for Mobile.
Table of contents
- Copyright
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Introduction
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I. The Beginning
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1. Windows Phone and .NET
- 1.1. Looking Closely at Visual Studio Development for Windows Phone
- 1.2. Windows Phone Platform
- 1.3. Using Visual Studio for Windows Phone Development
- 1.4. Windows Phone Game Development
- 1.5. Welcome to the World of Windows Phone Development
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1. Windows Phone and .NET
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II. XNA
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2. Getting Started with XNA
- 2.1. What Is XNA?
- 2.2. Your First XNA Project
- 2.3. Sprites in Detail
- 2.4. Useful Sprite Effects
- 2.5. Displaying Text
- 2.6. Other Graphics Options
- 2.7. Experiment and Play with XNA
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3. Creating a Game Framework
- 3.1. Designing the Game Framework
- 3.2. Using the Game Framework
- 3.3. Benchmarking and Performance
- 3.4. Game in Focus: Cosmic Rocks (Part I)
- 3.5. Creating XNA Games
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4. User Input
- 4.1. Using the Touch Screen
- 4.2. Reading the Keyboard and Text Input
- 4.3. Reading the Accelerometer
- 4.4. Game in Focus: Cosmic Rocks (Part II)
- 4.5. Considering Input Design
- 5. Sounding Out with Game Audio
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6. Drawing with Vertices and Matrices
- 6.1. A New Approach to Drawing
- 6.2. Creating our First Vertex Rendering Project
- 6.3. Tinting Objects
- 6.4. Understanding Matrix Transformations
- 6.5. Drawing Primitives
- 6.6. Applying Textures
- 6.7. Using Transparency and Alpha Blending
- 6.8. Handling Orientations
- 6.9. Graphic Scaling
- 6.10. Integration into the Game Framework
- 6.11. Enter the Matrix
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7. The World of 3D Graphics
- 7.1. Perspective Projection
- 7.2. Rendering 3D Objects
- 7.3. The Depth Buffer
- 7.4. Hidden Surface Culling
- 7.5. Vertex and Index Buffers
- 7.6. Lighting
- 7.7. Orthographic Projection
- 7.8. Mastering the 3D World
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8. Further 3D Features and Techniques
- 8.1. Importing Geometry
- 8.2. Working with the Camera
- 8.3. Adding Fog
- 8.4. Adding a Skybox
- 8.5. Particles
- 8.6. Using Effect Objects
- 8.7. Mixing Sprite and Matrix Rendering
- 8.8. A Universe of Possibilities
- 9. Enhancing Your Game
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10. The Application Life Cycle
- 10.1. The Effects of Losing Focus
- 10.2. Life Cycle Events
- 10.3. Persisting Session State
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10.4. Tombstoning in the Game Framework
- 10.4.1. Setting up the GameHost Event Handlers
- 10.4.2. Preparing the Classes for Serialization
- 10.4.3. Persisting Content References
- 10.4.4. Automatic Storage and Retrieval of Game Objects in the State Dictionary
- 10.4.5. Identifying Specific Objects After Tombstoning
- 10.4.6. Game Initialization
- 10.4.7. Troubleshooting Serialization
- 10.5. Returning from the Grave
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2. Getting Started with XNA
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III. Silverlight
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11. Getting Started with Silverlight
- 11.1. A Brief History of Silverlight
- 11.2. Creating Silverlight Projects for Windows Phone
- 11.3. Exploring XAML
- 11.4. Working with the Page Designer
- 11.5. Colors and Brushes
- 11.6. Exploring Silverlight
- 12. Silverlight Controls and Pages
- 13. Gaming with Silverlight
- 14. Enhancing Your Silverlight Games
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11. Getting Started with Silverlight
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IV. Distribution
- 15. Distributing Your Game
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16. Running on Other Platforms
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16.1. Running XNA Projects in Windows
- 16.1.1. Porting Projects to Windows
- 16.1.2. Using Conditional Compilation
- 16.1.3. Project Differences
- 16.1.4. Display Differences
- 16.1.5. Input Differences
- 16.1.6. Isolated Storage
- 16.1.7. Application Life Cycle
- 16.1.8. Converting the Game Framework to Run on Windows
- 16.1.9. Trial Mode
- 16.1.10. Distribution
- 16.1.11. Revisiting Some Example Projects
- 16.1.12. Developing Games for Windows Phone 7 and Windows
- 16.2. Running Silverlight Projects in the Browser
- 16.3. Let's Play. . .
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16.1. Running XNA Projects in Windows
Product information
- Title: Windows Phone 7 Game Development
- Author(s):
- Release date: December 2010
- Publisher(s): Apress
- ISBN: 9781430233060
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