Windows 8 and Windows Phone 8 Game Development 1st edition by Adam Dawes – Ebook PDF Instant Download/DeliveryISBN: 1430258373, 9781430258377
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Product details:
ISBN-10 : 1430258373
ISBN-13 : 9781430258377
Author : Adam Dawes
Creating fun, sophisticated games for Windows devices large or small has never been easier! With masses of example code and fully working games for you to download and run straight away Windows 8 and Windows Phone 8 Game Development is your ideal first step into modern games development. This book gives you everything you need to realize your dreams and produce fantastic games that will run on all Windows 8 devices from desktops to tablets to phones. You can code once and run everywhere. The ubiquity of Windows 8 devices makes this opportunity to good to miss! The Windows 8 and Windows Phone 8 platforms have huge potential for gaming. New form-factors – such as the Surface tablet – coupled with improved processors and higher screen resolutions combine to make Windows 8 the best Windows version yet for independent games development. It’s never been easier to create a fantastic game, package it up and deploy it straight to the Windows Store with its audience of millions. This book will show you how.
Windows 8 and Windows Phone 8 Game Development 1st Table of contents:
Chapter 1: Getting Started
A Closer Look at Visual Studio Development for Windows 8 and Windows Phone 8
Language Choices
IDE Features
Simulators and Emulators
XAML Page Designer
Breakpoints
Debug Output
Windows 8 Devices
Screen Hardware
Hardware Buttons
Graphics Hardware
Location and Orientation
Cooperation with the Device
Windows Phone Devices
Screen Hardware
Hardware Buttons
Processors
Graphics Hardware
Location and Orientation
Cooperation with the Device
Using Visual Studio for Windows 8 and Windows Phone Development
Installing Visual Studio
Creating a Windows Store Project
Project Templates
Designing a Page
Running the Application
Running in the Simulator
Running on an External Device
Connecting the Device
Installing the Remote Debugger
Deploying to the Device from Visual Studio
Creating a Windows Phone Project
Project Templates
Designing a Page
Running in the Emulator
Selecting an Emulator Image
Running on a Real Device
Registering the Device
Deploying to the Device from Visual Studio
Debugging
Breakpoints
Debug Output
Cross-Platform Development
Building Entirely Separate Projects
Using Shared Source Files
Choosing a Development Approach
Getting Help
MSDN
Search Engines
Microsoft’s Windows Phone Developer Center
Game Development
Suitable Games
Welcome to the World of Windows 8 and Windows Phone Development
Summary
Chapter 2: Getting Started with MonoGame
What Is MonoGame?
Installing MonoGame
Creating a MonoGame Project
Creating a MonoGame Project for Windows 8
Creating a MonoGame Project for Windows Phone
Adding Some Content
Adding the Sprite Graphic to the Project
Displaying the Graphic
Moving the Graphic
Examining the Projects in More Detail
The Windows 8 MonoGame Project
The Windows Phone MonoGame Project
The Content Project
Sharing Graphic Resources between Windows 8 and Windows Phone
Sprites in Detail
Supported Graphic Formats
Scaling
Using a Uniform Scaling Factor
Using a Nonuniform Scaling Factor
Using a Destination Rectangle
Rotation
Tinting
Partial Image Rendering
Layer Depth
Sprite Transparency
Color Key Transparency
Alpha Channel Transparency
Alpha Tinting
Useful Sprite Effects
Setting a Background Image
Fading to Black
Fading between Images
Displaying Text
Font Support
Creating SpriteFont Objects
Displaying Text
Supporting Portrait and Landscape Orientations
Orientation in Windows 8 Projects
Orientation in Windows Phone Projects
Detecting Orientation Changes
Experiment and Play with MonoGame
Summary
Chapter 3: Creating a Game Framework
Designing the Game Framework
The GameObjectBase Class
The SpriteObject Class
The TextObject Class
The GameHost Class
The GameHelper Class
Using the Game Framework
Referencing the GameFramework Project
Setting Inheritance for the Main Game Class
Creating Derived SpriteObject classes
The BoxObject Class
The BallObject Class
Adding Game Objects to the Game Host
Removing Objects from the Game Host
Overriding Object Properties
Benchmarking and Performance
Using the Frame Rate Counter
The BenchmarkObject Class
Using BenchmarkObject
Performance Considerations
Texture Loading
Creating and Destroying Objects
Using for and foreach Loops
An Example Game: Cosmic Rocks (Part 1)
Designing the Game
Creating the Graphics
Creating the Game Objects
The RockObject Class
The SpaceshipObject Class
The ParticleObject Class
The StarObject Class
Running the Game
Creating MonoGame Games
Summary
Chapter 4: User Input
Detecting Input Capabilities
Using the Touch Screen
Reading Raw Touch Data
The Life and Times of a Touch Point
Finding a Touch Point’s Previous Location
Touch Panel Capabilities
Working with Rotated Screens
Reading Input Using Touch Gestures
Enabling the Gestures
Processing Gestures
Tap and DoubleTap
Hold
VerticalDrag, HorizontalDrag, and FreeDrag
Flick
Pinch
Working with Rotated Screens
Experimenting with the Gestures API
Sprite Hit Testing
Bounding Box Hit Tests
Rectangular Hit Tests
Elliptical Hit Tests
Building the Hit Tests into the Game Framework
Retrieving the Objects at a Hit Location
Hit Testing Example Projects
Initiating Object Motion
Dragging Objects
Flicking Objects
Finger-Friendly Gaming
Reading Mouse Input
Reading Mouse State Data
Reading from a Compatible Gamepad
Detecting Gamepad Connections and Capabilities
Reading Gamepad State Data
Reading the Keyboard and Text Input
Reading a Hardware Keyboard
Direct Keyboard Polling
Checking for Key Pressed and Key Released States
Prompting the User to Enter Text
Reading the Accelerometer
Accessing the Accelerometer
Reading the Accelerometer Data
Using the Accelerometer in the Simulator and Emulator
Handling the Windows Phone Back Button
An Example Game: Cosmic Rocks (Part II)
Making the Player’s Ship Shoot
Rotating the Ship
Making the Player’s Ship Move
Implementing Hyperspace
Considering Input Design
Summary
Chapter 5: Sounding Out with Game Audio
Sound Effects and Music
Playing Sound Effects
Adding Sound Effects to Your Project
Playing the Sound Effects
Integrating Sound Effects into the Game Framework
Sound Effect Instances
Other Sound Effect Properties
Obtaining Sound Effects for Your Game
An Interactive Example
Playing Music
To Play or Not to Play
Adding Music to Your Project
Playing the Music
An Example Game: Cosmic Rocks Part III
Make Some Noise
Summary
Chapter 6: Drawing with Vertices and Matrices
A New Approach to Drawing
Matrix-Based Positioning
Abstract Coordinate System
Drawing Primitives
Textures
MonoGame Is a State Engine
Creating Our First Vertex Rendering Project
Setting Up the Environment
Rendering the Object
Moving the Object
Adding Some Sparkle
Tinting Objects
Understanding Matrix Transformations
Setting the Identity Matrix
Applying Translation Transformations
Applying Rotation Transformations
Applying Scaling Transformations
Applying Multiple Transformations
Rotating Objects
Scaling Objects
Applying Multiple Transformations in MonoGame
Specifying Vertex Positions
Drawing Multiple Objects at Different Positions
Drawing Primitives
Drawing Lines
Drawing Triangles
Drawing Points
Applying Textures
Loading Graphics
Setting the Active Texture
Applying the Texture to an Object
Preparing the Effect for Texture Mapping
Configuring the Sampler State
Updating the Sampler State
Texture Addressing Modes
Texture Filtering
Supported Texture Image Formats
Using Different Textures within the Same Draw Call
Using Transparency and Alpha Blending
Enabling and Disabling Alpha Blending
MonoGame’s Built-In Blend States
Opaque
AlphaBlend
Additive
Creating Custom Blend States
Object Transparency
Handling Orientations
Integration into the Game Framework
The MatrixObjectBase Class
Object Transformation
Object Rendering
Updates to the GameHost Class
Using the Game Framework for Matrix Rendering
Enter the Matrix
Summary
Chapter 7: The World of 3-D Graphics
Perspective Projection
The Viewing Frustum
Defining the Viewing Frustum in MonoGame
Rendering 3-D Objects
Defining a 3-D Object
The Depth Buffer
Enabling and Disabling the Depth Buffer
Clearing the Depth Buffer
Rendering Transparent Objects with the Depth Buffer
Hidden Surface Culling
Vertex and Index Buffers
Using Vertex Buffers
Using Indexed Vertices
Using Vertex Buffers and Indexing Together
Lighting
Lights and Materials
Types of Illumination
Ambient Light
Diffuse Light
Specular Light
Material Properties
Diffuse Material
Specular Material
Emissive Material
Light and Material Interaction
Using Multiple Lights
Reusing Lights
Types of Light Source
How MonoGame Calculates Light Reflections
Describing a Triangle’s Face Direction
Calculating Normals
Surface Normals and Vertex Normals
Adding Lighting to Games
Enabling and Disabling Lighting
Light Configuration
Ambient Light
Specular Light
Emissive Light
The Standard Lighting Rig
Programmatic Calculation of Normals
Orthographic Projection
The Viewing Frustum
Defining the Orthographic Viewing Frustum in MonoGame
Isometric Projection
Pixel-Aligned Projection
Mastering the 3-D World
Summary
Chapter 8: Further 3-D Features and Techniques
Importing Geometry
SketchUp
Creating 3-D Objects in SketchUp
Exporting 3-D Geometry
Importing Saved Geometry into MonoGame Projects
Final Preparation Prior to Rendering
Rendering Imported Geometry
Adding Support into the Game Framework
The SketchUp 3-D Warehouse
Importing Other File Formats
Working with the Camera
Camera Position and Orientation
Integrating Camera Support into the Game Framework
The Camera Class
Camera Positioning with Matrix Transformations
The Camera Object in Action
Creating a Chase Cam
Adding the Paper Plane
Animating the Plane
Implementing the Chase Cam
Using the Chase Cam
Adding Fog
Adding a Skybox
Creating Skyboxes
Implementing the Skybox into the Game Framework
Particles
How Particles Are Implemented
Billboarding
Adding Particle Support to the Game Framework
Creating Fire and Smoke
Vapor and Smoke Trails
Fairy Dust
Using Effect Objects
Effect Capabilities
AlphaTestEffect
DualTextureEffect
EnvironmentMapEffect
Preparing the Environment Map
Environment Map Properties
Rendering Untextured Objects with Environment Maps
SkinnedEffect
Mixing Sprite and Matrix Rendering
A Universe of Possibilities
Summary
Chapter 9: Enhancing Your Game
Managing Multiple Game Modes
Multiple Mode Support in the Game Framework
Defining Game Mode Classes
Registering the Game Modes
Activating and Interrogating the Game Mode Handlers
Using the Game Mode Classes
Managing Game Settings
Class Structure
Setting and Retrieving Values
Creating the Settings User Interface
Opening the Settings Screen
Updating the Settings Values
Leaving the Settings Screen
Adding a High-Score Table
Implementing the High-Score Table
Defining Tables
Working with High-Score Tables
High-Score Entries
Clearing Existing High Scores
Working with Asynchronous Functions
Loading and Saving Scores
Reading and Writing Files to Storage
Using the HighScore Classes in a Game
Creating Reusable Game Components
Summary
Chapter 10: Application Management
Managing the Application Life Cycle
The Application Life Cycle in Windows 8 Apps
The Application Launch Process
The Suspending Event
A Possible Game State Storage Strategy for Windows 8
The Application Life Cycle in Windows Phone Apps
The Launching Event
The Closing Event
The Deactivated Event
The Activated Event
A Possible Game State Storage Strategy for Windows Phone
Responding to the Game Window Resizing
Detecting When the Window Size Changes
Handling Window Size Changes
Size Changes with Sprite-Based Games
Size Changes with Matrix-Based Games
Working with Snapped Windows
Summary
Chapter 11: Getting Started with XAML
A Brief History of XAML
Windows Presentation Foundation
Silverlight
Silverlight on Windows Phone 7
XAML on Windows 8 and Windows Phone 8
Creating XAML Projects for Windows 8 and Windows Phone 8
Working with XAML Projects
The Hidden Source Files
Exploring XAML
What Is XAML For?
The Page Structure
XAML’s Syntax
Starting Off with App.xaml
Moving On to MainPage.xaml
Returning to App.xaml
XAML Syntax Summary
Working with the Page Designer
Adding and Positioning Elements
The Document Outline Window
Using the Properties Window
Understanding Control Alignment
Colors and Brushes
Color Specifications
Brushes
SolidColorBrush
LinearGradientBrush
RadialGradientBrush
ImageBrush
Setting Colors in Code
Using Brushes Together
Exploring XAML
Summary
Chapter 12: XAML Controls and Pages
The XAML Controls
Display Controls
TextBlock Controls
Image Controls
ProgressBar and ProgressRing Controls
Ellipse and Rectangle Controls
Line, Polyline, and Polygon Controls
Interactive Controls
TextBox Controls
ListBox Controls
ComboBox Controls
CheckBox Controls
RadioButton Controls
Button Controls
Layout Controls
Grid Controls
StackPanel Controls
Canvas Controls
ScrollViewer Controls
Border Controls
Windows 8 AppBar Controls
Windows Phone ApplicationBar Controls
User Interface Design
Orientation
Multiple Page Projects
Adding New Pages to a Project
Navigating between Pages
Navigating in Windows Phone Applications
Navigating in Windows 8 Applications
Passing Values When Navigating
Adding Navigation Parameters
Passing Values with Static Class Properties
But What about MonoGame?
Summary
Chapter 13: Mixing XAML and MonoGame
Using MonoGame and XAML Together
Communication between the Game and the Page
Updating XAML Controls from the Game Class
Notifying the Game Class from the XAML Page
Using the Application Bar
Page Navigation
Page Navigation in Windows 8
Page Navigation in Windows Phone
Summary
Chapter 14: Distributing Your Game
Trial Mode
Working with Trial Mode in Windows 8 Apps
Detecting Trial Mode
Managing Application Purchases
Working with Trial Mode in Windows Phone Apps
Detecting Trial Mode
Managing Application Purchases
Submission Requirements
Content Policies
Application Requirements
Application Features
Reliability and Performance
Technical Information
Music and Sound
Testing Your Game
Testing for Windows 8
Testing for Windows Phone
Considerations Prior to Distribution
Persuading People to Review Your Game
Adding Items to the Windows 8 Charms Bar
Settings Charm Content
Adding Commands to the Settings Charm
Implementing Flyout Command Panels
Preparing for Distribution
Updating the Application Manifest File
The Application UI Tab
The Capabilities Tab
The Declarations Tab
The Requirements Tab
The Packaging Tab
Managing the Application Version
Preparing Screenshots for the Store
Selling or Giving Your Game for Free
Offering Your Game to Beta Testers
Automated Application Testing
Submitting Your Game to the Store
Rating Certificates
Submitting a Game to the Windows Store
Submitting a Game to the Windows Phone Store
Keeping Track of Your Published Apps
Submitting Revisions
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