Downloading and Installing the Software
Installing XNA Game Studio 3.0
CHAPTER 2 Introduction to XNA Game Studio 3.0
The Project Structure of an XNA Game
Important Methods in an XNA Game
What the Content Pipeline Provides
Custom Importers and Processors
The Intermediate Content and Reader Classes
CHAPTER 4 Developing for the Zune
Registering Your Zune with Visual Studio
Debugging, Running, and Rebooting
Creating Windows Versions of Zune Games
Zune Specifications and Optimization
Reviewing the Core Zune Specifications
Writing Performant Code for the Zune
Accessing the Directional Click Buttons
Using an Input Handler Class for Zune and Windows Games
Using Media Player Component Classes
Your First Real Zune Game: OutBreak
CHAPTER 5 XNA Fundamental Game Programming Concepts
The Cartesian Coordinate System
Positioning Screen Objects and Dividing by Two
Detecting Collisions with Bounding Boxes
Using Other Time-Dependent Functions
Bringing It All Together with Monkey Feeder
Configuring the Solution, Projects, Folders, and Assets
Putting the Components Together
Setting Game Properties to Appear More Professional
Build, Run, Copious Celebration
Making Changes in AssemblyInfo.cs
Determining If the Zune Is Plugged In
Determining When the Power Status Changes
Advanced Sprite Batch Techniques
Sprite Batches and Game Performance
Challenges with Landscape Mode
Possible Solutions for Landscape Mode
Best Practices and Considerations for Mode Support
Using Render Targets for Landscape Mode
Game State Management with Screens
Building a Screen Management System
Advanced Touch Sensitivity on the Zune
CHAPTER 7 Final Exercise: Multiplayer Crazy Eights
Wireless Networking with the Zune
Elements of a Multiplayer Game
How Data Is Transmitted in Wireless Zune Games
Multiplayer Crazy Eights for the Zune
Architectural Options (High Level)
Building the Screen Manager Library
APPENDIX A Recommended Resources
APPENDIX B Zune Development Quick Reference Guide
Forcing Screen Dimensions on Windows
APPENDIX C Check Your Knowledge Answers
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