Zune Game Development Using Xna 3.0

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  • Format: Paperback
  • Copyright: 2009-03-25
  • Publisher: Springer Verlag

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Supplemental Materials

What is included with this book?


XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games.Zune Game Development Using XNA 3.0 is a comprehensive book that will guide you through the many aspects of XNA game development and their specific implementations on the Zune platform. The book addresses Zune game development concepts in detail and shows you how to apply them in practical, stepbystep examples, building complete, working XNA 3.0 examples along the way that you can download and play. What yours"ll learn Design practical games for the Zune. Discover the ways in which you can develop content for the Zune. Understand what makes the development of Zune games different from the development of PC and console games. Create Zune games, from the simple to the complex, with complete working examples for you to play and learn from. Use the XNA 3.0 Framework to play music from Zuners"s library and your own custom sounds to enrich your games. Understand how to take advantage of Zuners"s wireless system to create multiplayer games. Who is this book for?This book is aimed at gaming enthusiasts with a good understanding of basic C# (the language underlying XNA) who want to create games for the Zune media player. Some knowledge of common game elements such as sprites, game loops, and animation would be helpful but is not required. (Readers looking for such a foundation can consult Beginning XNA 3.0 Game Programming for a comprehensive primer.)

Author Biography

Dan Waters Developer Platform Evangelism Microsoft Corporation

Table of Contents

About the Authorp. xiii
About the Technical Reviewerp. xv
Acknowledgmentsp. xvii
Introductionp. xix
Getting Startedp. 1
Downloading and Installing the Softwarep. 1
Installing Visual Studio 2008p. 2
Installing XNA Game Studio 3.0p. 6
Your First "Game"p. 9
Summaryp. 12
Introduction to XNA Game Studio 3.0p. 13
The Project Structure of an XNA Gamep. 13
Important Methods in an XNA Gamep. 15
Initialize Methodp. 17
LoadContent Methodp. 17
UnloadContent Methodp. 18
Update Methodp. 18
Draw Methodp. 20
XNA Game Flowp. 21
Putting It All Togetherp. 22
Check Your Knowledgep. 26
Summaryp. 26
Game Contentp. 27
What Is Content?p. 27
Types of Contentp. 28
Imagesp. 28
Audiop. 35
Fontsp. 37
Effectsp. 38
XML Datap. 38
The XNA Content Pipelinep. 38
What the Content Pipeline Providesp. 39
Content Pipeline Architecturep. 39
Content Stagesp. 41
Loading Content at Runtimep. 41
Custom Importers and Processorsp. 42
The Content Type Classp. 43
The Intermediate Content and Reader Classesp. 46
The Writer Classp. 48
The Content Processor Classp. 49
Check Your Knowledgep. 55
Summaryp. 55
Developing for the Zunep. 57
Deploying to the Zunep. 57
Updating Your Zune's Firmwarep. 58
Registering Your Zune with Visual Studiop. 59
Debugging, Running, and Rebootingp. 66
Running with Debuggingp. 67
Running Without Debuggingp. 67
Creating Windows Versions of Zune Gamesp. 68
Zune Specifications and Optimizationp. 71
Reviewing the Core Zune Specificationsp. 71
Writing Performant Code for the Zunep. 71
Handling Input on the Zunep. 73
Accessing the Zune Padp. 73
Accessing the Directional Click Buttonsp. 77
Accessing Other Buttonsp. 77
Using an Input Handler Class for Zune and Windows Gamesp. 78
Playing Music in Zune Gamesp. 93
Using Media Player Component Classesp. 93
Using the Guidep. 95
Putting It Togetherp. 96
Your First Real Zune Game: OutBreakp. 103
Designing OutBreakp. 103
Creating OutBreakp. 107
Check Your Knowledgep. 127
Summaryp. 127
XNA Fundamental Game Programming Conceptsp. 129
Math in Two Dimensionsp. 130
The Cartesian Coordinate Systemp. 130
Points and Vectorsp. 132
Trigonometric Functionsp. 137
Using Math in Your Gamesp. 138
Positioning Screen Objects and Dividing by Twop. 138
Locating Sides of Objectsp. 142
Creating Bounding Boxesp. 143
Detecting Collisions with Bounding Boxesp. 144
Emulating Physicsp. 144
Using Other Time-Dependent Functionsp. 148
Collision Detection Revisitedp. 152
Simple Collision Detectionp. 153
Per-Pixel Collision Detectionp. 153
Simple Game State Managementp. 159
Using Componentsp. 162
Bringing It All Together with Monkey Feederp. 169
Configuring the Solution, Projects, Folders, and Assetsp. 171
Creating the Componentsp. 172
Putting the Components Togetherp. 189
Setting Game Properties to Appear More Professionalp. 197
Build, Run, Copious Celebrationp. 197
Suggested Extensionsp. 199
Cleaning Up for Deploymentp. 199
Making Changes in AssemblyInfo.csp. 199
Changing the Thumbnailp. 200
Check Your Knowledgep. 200
Summaryp. 201
Advanced Techniquesp. 203
Device Statusp. 203
Checking the Battery Statusp. 203
Determining Battery Lifep. 205
Determining If the Zune Is Plugged Inp. 205
Determining When the Power Status Changesp. 206
Advanced Sprite Batch Techniquesp. 213
How Sprite Batches Workp. 213
Blend Modesp. 213
Sprite Batches and Game Performancep. 217
Games in Landscape Modep. 223
Challenges with Landscape Modep. 223
Possible Solutions for Landscape Modep. 224
Best Practices and Considerations for Mode Supportp. 225
Using Render Targets for Landscape Modep. 225
Componentizing Landscape Modep. 231
Game State Management with Screensp. 231
Screen Management Samplesp. 231
Building a Screen Management Systemp. 232
Storage on the Zunep. 234
Advanced Touch Sensitivity on the Zunep. 239
Graphic Sound Visualizersp. 243
Check Your Knowledgep. 249
Summaryp. 250
Final Exercise: Multiplayer Crazy Eightsp. 251
Wireless Networking with the Zunep. 251
Elements of a Multiplayer Gamep. 252
How Data is Transmitted in Wireless Zune Gamesp. 252
The Network API and Tagsp. 252
Robot Tag: A Two-Player Gamep. 253
Game Solution Structurep. 254
Network Session Managementp. 255
The Robot Objectp. 257
Game Screensp. 259
Robot Tag Reviewp. 268
Multiplayer Crazy Eights for the Zunep. 268
Rules of Crazy Eightsp. 268
Game Requirementsp. 269
Network State Designp. 270
Architectural Options (High Level)p. 273
Screen Designp. 273
Building the Card Libraryp. 277
Building the Screen Manager Libraryp. 289
Building Crazy Eightsp. 313
Summaryp. 373
Recommended Resourcesp. 375
Blogsp. 375
Microsoft Resourcesp. 376
Creators Club Samplesp. 376
Zune Development Quick Reference Guidep. 377
Animationp. 377
Input Handlingp. 377
Gesture Supportp. 378
Forcing Screen Dimensions on Windowsp. 379
Playing Musicp. 379
Collision Detectionp. 379
Changing Game Propertiesp. 380
Changing the Thumbnailp. 381
Checking Battery Statusp. 381
Drawing in Landscape Modep. 382
Using Storagep. 382
Creating Visualizersp. 383
Check Your Knowledge Answersp. 385
p. 385
p. 386
p. 386
p. 387
p. 387
Indexp. 389
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