Contents

About the Author

About the Technical Reviewer

Acknowledgments

Introduction


CHAPTER 1 Getting Started

                      Downloading and Installing the Software

                                Installing Visual Studio 2008

                                Installing XNA Game Studio 3.0

                      Your First "Game"

                      Summary

CHAPTER 2 Introduction to XNA Game Studio 3.0

                      The Project Structure of an XNA Game

                      Important Methods in an XNA Game

                                Initialize Method

                                LoadContent Method

                                UnloadContent Method

                                Update Method

                                Draw Method

                      XNA Game Flow

                      Putting It All Together

                      Check Your Knowledge

                      Summary

CHAPTER 3 Game Content

                      What Is Content?

                      Types of Content

                                Images

                                Audio

                                Fonts

                                Effects

                                XML Data

                      The XNA Content Pipeline

                                What the Content Pipeline Provides

                                Content Pipeline Architecture

                                Content Stages

                                Loading Content at Runtime

                      Custom Importers and Processors

                                The Content Type Class

                                The Intermediate Content and Reader Classes

                                The Writer Class

                                The Content Processor Class

                      Check Your Knowledge

                      Summary

CHAPTER 4 Developing for the Zune

                      Deploying to the Zune

                                Updating Your Zune's Firmware

                                Registering Your Zune with Visual Studio

                      Debugging, Running, and Rebooting

                                Running with Debugging

                                Running Without Debugging

                      Creating Windows Versions of Zune Games

                      Zune Specifications and Optimization

                                Reviewing the Core Zune Specifications

                                Writing Performant Code for the Zune

                      Handling Input on the Zune

                                Accessing the Zune Pad

                                Accessing the Directional Click Buttons

                                Accessing Other Buttons

                                Using an Input Handler Class for Zune and Windows Games

                      Playing Music in Zune Games

                                Using Media Player Component Classes

                                Using the Guide

                                Putting It Together

                      Your First Real Zune Game: OutBreak

                                Designing OutBreak

                                Creating OutBreak

                      Check Your Knowledge

                      Summary

CHAPTER 5 XNA Fundamental Game Programming Concepts

                      Math in Two Dimensions

                                The Cartesian Coordinate System

                                Points and Vectors

                                Trigonometric Functions

                      Using Math in Your Games

                                Positioning Screen Objects and Dividing by Two

                                Locating Sides of Objects

                                Creating Bounding Boxes

                                Detecting Collisions with Bounding Boxes

                                Emulating Physics

                                Using Other Time-Dependent Functions

                      Collision Detection Revisited

                                Simple Collision Detection

                                Per-Pixel Collision Detection

                      Simple Game State Management

                      Using Components

                      Bringing It All Together with Monkey Feeder

                                Configuring the Solution, Projects, Folders, and Assets

                                Creating the Components

                                Putting the Components Together

                                Setting Game Properties to Appear More Professional

                                Build, Run, Copious Celebration

                                Suggested Extensions

                      Cleaning Up for Deployment

                                Making Changes in AssemblyInfo.cs

                                Changing the Thumbnail

                      Check Your Knowledge

                      Summary

CHAPTER 6 Advanced Techniques

                      Device Status

                                Checking the Battery Status

                                Determining Battery Life

                                Determining If the Zune Is Plugged In

                                Determining When the Power Status Changes

                      Advanced Sprite Batch Techniques

                                How Sprite Batches Work

                                Blend Modes

                                Sprite Batches and Game Performance

                      Games in Landscape Mode

                                Challenges with Landscape Mode

                                Possible Solutions for Landscape Mode

                                Best Practices and Considerations for Mode Support

                                Using Render Targets for Landscape Mode

                                Componentizing Landscape Mode

                      Game State Management with Screens

                                Screen Management Samples

                                Building a Screen Management System

                      Storage on the Zune

                      Advanced Touch Sensitivity on the Zune

                      Graphic Sound Visualizers

                      Check Your Knowledge

                      Summary

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

                                The Network API and Tags

                      Robot Tag: A Two-Player Game

                                Game Solution Structure

                                Network Session Management

                                The Robot Object

                                Game Screens

                                Robot Tag Review

                      Multiplayer Crazy Eights for the Zune

                                Rules of Crazy Eights

                                Game Requirements

                                Network State Design

                                Architectural Options (High Level)

                                Screen Design

                                Building the Card Library

                                Building the Screen Manager Library

                                Building Crazy Eights

                      Summary

APPENDIX A Recommended Resources

                        Blogs

                        Microsoft Resources

                        Creators Club Samples

APPENDIX B Zune Development Quick Reference Guide

                        Animation

                        Input Handling

                        Gesture Support

                        Forcing Screen Dimensions on Windows

                        Playing Music

                        Collision Detection

                        Changing Game Properties

                        Changing the Thumbnail

                        Checking Battery Status

                        Drawing in Landscape Mode

                        Using Storage

                        Creating Visualizers

APPENDIX C Check Your Knowledge Answers

                        Chapter 2

                        Chapter 3

                        Chapter 4

                        Chapter 5

                        Chapter 6


INDEX

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