Windows Phone 7 XNA Cookbook

Windows Phone 7 XNA Cookbook
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Table of Contents
Sample Chapters
  • Complete focus on the best Windows Phone 7 game development techniques using XNA 4.0
  • Easy to follow cookbook allowing you to dive in wherever you want.
  • Convert ideas into action using practical recipes

Book Details

Language : English
Paperback : 450 pages [ 235mm x 191mm ]
Release Date : February 2012
ISBN : 1849691207
ISBN 13 : 9781849691208
Author(s) : Zheng Yang
Topics and Technologies : All Books, Microsoft Other, Mobile Application Development, Mobile, Cookbooks, Games, Microsoft

Table of Contents

Chapter 1: Jump into Windows Phone Developer Tools and XNA Game Studio 4.0
Chapter 2: Playing with Windows Phone Touch and Sensors
Chapter 3: Coordinates and View—Your First Step into XNA Game Development on Windows Phone 7
Chapter 4: Heads Up Display (HUD)—Your Phone Game User Interface
Chapter 5: Content Processing
Chapter 6: Entering the Exciting World of 3D Models
Chapter 7: Collision Detection
Chapter 8: Embedding Audio in your Game
Chapter 9: Special Effects
Chapter 10: Performance Optimization—Fast! Faster!
Chapter 11: Launching to the Marketplace
    • Chapter 2: Playing with Windows Phone Touch and Sensors
      • Introduction
      • Creating your first touch application/game
      • Taking your touch application to the next level
      • Creating a Touch Directional Pad (D-pad)
      • Dragging and swiping objects
      • Controlling images with Multi-Touch control
      • Using accelerometer to make a ball move on your phone
        • Chapter 4: Heads Up Display (HUD)—Your Phone Game User Interface
          • Introduction
          • Scaling an image
          • Creating a Simple Sprite Sheet animation in a 2D game
          • Creating a Complex Sprite Sheet animation in a 2D game
          • Creating a text animation in Adventure Genre (AVG) game
          • Creating a text-based menu—the easiest menu to create
          • Creating an image-based menu
          • Creating a 3D model-based menu
          • Creating a progress bar for game content loading and value status
          • Creating buttons in your game
          • Creating a listbox to speed up your information management in a game
          • Creating a text input control to communicate with others in a game
          • Chapter 5: Content Processing
            • Introduction
            • The architecture and flow of content processing
            • Creating a custom importer and processor for your text
            • Processing XML files
            • Manipulating the extracted information from an image in the content pipeline
            • Extracting BoundingSphere and BoundingBox information from models
            • Chapter 6: Entering the Exciting World of 3D Models
              • Introduction
              • Controlling a model with the help of trackball rotation
              • Translating the model in world coordinates
              • Scaling a model
              • Viewing the model hierarchy information
              • Highlighting individual meshes of a model
              • Implementing a rigid model animation
              • Creating a terrain with texture mapping
              • Customizing vertex formats
              • Calculating the normal vectors from a model vertex
              • Simulating an ocean on your CPU
              • Chapter 7: Collision Detection
                • Introduction
                • Detecting the intersection of line segments
                • Implementing per pixel collision detection in a 2D game
                • Implementing BoundingBox collision detection in a 3D game
                • Implementing BoundingSphere collision detection in a 3D game
                • Implementing ray-triangle collision detection
                • Mapping a tapped location to 3D
                • Implementing sphere-triangle collision detection
                • Making a 3D ball move along a curved surface
                  • Chapter 9: Special Effects
                    • Introduction
                    • Using dual texture effects
                    • Using environment map effects
                    • Rendering different parts of a character into textures using RenderTarget2D
                    • Creating a screen transition effect using RenderTarget2D
                    • Chapter 10: Performance Optimization—Fast! Faster!
                      • Introduction
                      • Optimizing your game's performance
                      • Using the EQATEC Profiler to profile your game's running time
                      • Reducing the game contents' loading time
                      • Improving game performance with garbage collection
                      • Preferring struct rather than class when just an instance is needed

                        Zheng Yang

                        Zheng Yang is a hands-on technical leader with 5 years combined professional experience providing core development engineering for consumer-facing applications of global Microsoft and as an independent game developer. He is a dynamic, results-oriented developer with a proven history of providing innovative solutions to complex technical problems. When he was a student, he got the recognition from Microsoft Research Asia and Microsoft Imagine Cup Team. Zheng Yang has advanced technical knowledge of key development technologies including C#, the .NET framework, C++, Visual Studio, DirectX and SQL Server. Solid expertise across the full life cycles of both software development and game production.
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                        Sample chapters

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                        What you will learn from this book

                        • Full 2D sprite animation, texture presentation.
                        • Concise and clear instructions for high performance 3D graphics rendering.
                        • Using accelerometer to control the game object.
                        • Apply the tap, flick, hold and drag gestures on Windows Phone 7 touch screen for different situations.
                        • Understanding the XNA content pipeline for improved game asset processing and management.
                        • A practical guide for collision detection.
                        • Explore the GUI system development.
                        • Add sound and apply the 3D effect to your game.
                        • Render terrain and water on CPU.
                        • Work with game cameras.
                        • Learn key-frame based and skeletal animation techniques.
                        • Hook up your game to Xbox Live.

                        In Detail

                        Developing games for Windows Phone 7, a new mobile platform, is your big chance to impact the world of mobile games. The XNA 4.0 for Windows Phone 7 integrates a lot of capabilities from software and hardware for you to create incredible games. The next generation of mobile games will be built by you.

                        Windows Phone 7 XNA Cookbook is the best choice for you to make a game on Windows Phone 7. The book helps you to master the indispensable techniques to create your games using XNA 4.0. From the basics such as animating a 2D sprite and interacting with the customized graphical user interface to the more challenging such as 3D graphic rendering and collision detection.

                        This comprehensive cookbook covers all the essential areas of XNA game development for Windows Phone 7, such as approaches to control the sensors, gestures and typical kinds of cameras. We also have recipes for sprite animation, texture rendering, and graphical user interface development that will give you a powerful tool to work with 2D effects. After this we move onto the more juicy stuff with recipes covering 3D graphic rendering and collision detection, and major ways to improve your loading efficiency. You will also work with Xbox live so you can take your game global. Finally, no mobile game development book would be complete without a look at performance optimization to make your games run faster. Windows Phone 7 XNA Cookbook will equip you with the firepower to rock the game world.


                        Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order.

                        Who this book is for

                        If you are an aspiring programmer with some basic concepts in C# and object-oriented knowledge who wants to create games for Windows Phone 7, this book is for you. This book is also for the experienced programmers want to transfer from Windows or Xbox to the Windows Phone 7 platform. Only basic knowledge of C# and .Net is required.

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