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Microsoft® XNA® Game Studio 4.0: Learn Programming Now!
How to program for Windows Phone 7, Xbox 360, Zune devices, and more
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- Table of Contents
- Acknowledgments
- + Introduction
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+
Part I:
Getting Started
- + Part II: Images, Sound, and Text
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+
Part III:
Writing Proper Games
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+
Chapter 10:
Using C# Methods to Solve Problems
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+
Chapter 11:
A Game as a C# Program
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+
Chapter 12:
Games, Objects, and State
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+
Chapter 13:
Making a Complete Game
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+
Chapter 14:
Classes, Objects, and Games
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+
Chapter 15:
Creating Game Components
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+
Chapter 16:
Creating Multi-Player Networked Games
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+
Chapter 10:
Using C# Methods to Solve Problems
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+
Part IV:
Making Mobile Games for Windows Phone 7 with XNA
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+
Chapter 17:
Motion-Sensitive Games
- Introduction
- + The Accelerometer
- + Acceleration and Physics
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+
Creating a “Cheese Lander” Tipping Game
- Game World Objects in “Cheese Lander”
- Getting Access to the Accelerometer Class from XNA
- Using the Accelerometer in an XNA Game
- Starting the Accelerometer
- Using Accelerometer Values in a Game
- Using Vectors to Express Movement
- Adding Friction
- Detecting Shaking
- A Quick Digression About Threads and Synchronization
- Conclusion
- Chapter Review Questions
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+
Chapter 18:
Exploring Touch Input
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+
Chapter 19:
Mobile Game Development
- Introduction
- + The Windows Phone
- + Maximizing the Phone Battery Life in XNA Games
- + Dealing with Changes in Phone Orientation
- Using a Specific Display Size for Windows Phone Games
- Hiding the Windows Phone Status Bar
- Stopping the Screen Timeout from Turning Off Your Game
- + Creating a Phone State Machine
- + Handing Incoming Phone Calls
- + A Game as a Windows Phone Application
- + Getting Your Games into the Marketplace
- Conclusion
- Chapter Review Questions
- + Answers to the Chapter Review Questions
- + Index
- About the Author
- Survey Page
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+
Chapter 17:
Motion-Sensitive Games
Now you can build your own games for your Xbox 360®, Windows® Phone 7, or Windows-based PC--as you learn the underlying concepts for computer programming. Use this hands-on guide to dive straight into your first project --adding new tools and tricks to your arsenal as you go. No experience required!
Learn XNA and C# fundamentals--and increase the challenge with each chapter
Write code to create and control game behavior
Build your game's display--from graphics and text to lighting and 3-D effects
Capture and cue sounds
Process input from keyboards and gamepads
Create features for one or multiple players
Tweak existing games--and invent totally new ones
Test the closed alpha on paperc.com
Book Details
Authors
Categories
Computers > Programming > Games
Publishers
Publication year : 2011
License: All rights reserved ©
Times read: 338

