Zune Game Development using XNA 3.0 [NOOK Book]

Overview

XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games.


Zune Game ...

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Zune Game Development using XNA 3.0

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Overview

XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games.


Zune Game Development Using XNA 3.0 is a comprehensive book that will guide you through the many aspects of XNA game development and their specific implementations on the Zune platform. The book addresses Zune game development concepts in detail and shows you how to apply them in practical, step–by–step examples, building complete, working XNA 3.0 examples along the way that you can download and play.


What you’ll learn

  • Design practical games for the Zune.

  • Discover the ways in which you can develop content for the Zune.

  • Understand what makes the development of Zune games different from the development of PC and console games.

  • Create Zune games, from the simple to the complex, with complete working examples for you to play and learn from.

  • Use the XNA 3.0 Framework to play music from Zune’s library and your own custom sounds to enrich your games.

  • Understand how to take advantage of Zune’s wireless system to create multi-player games.


Who this book is for


This book is aimed at gaming enthusiasts with a good understanding of basic C# (the language underlying XNA) who want to create games for the Zune media player. Some knowledge of common game elements such as sprites, game loops, and animation would be helpful but is not required. (Readers looking for such a foundation can consult Beginning XNA 3.0 Game Programming for a comprehensive primer.)


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Product Details

  • ISBN-13: 9781430218623
  • Publisher: Apress
  • Publication date: 3/15/2009
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 1
  • Pages: 400
  • File size: 4 MB

Meet the Author

Dan Waters is an academic developer evangelist at Microsoft. He has served as a developer and architect, both professionally and for fun, for over 10 years in a variety of industries. He resides in Tampa, Florida with his wife and daughter. He enjoys gaming, golf, web design, and writing music for guitar, piano, bass, and drums.
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Table of Contents

About the Author xiii

About the Technical Reviewer xv

Acknowledgments xvii

Introduction xix

Chapter 1 Getting Started 1

Downloading and Installing the Software 1

Installing Visual Studio 2008 2

Installing XNA Game Studio 3.0 6

Your First "Game" 9

Summary 12

Chapter 2 Introduction to XNA Game Studio 3.0 13

The Project Structure of an XNA Game 13

Important Methods in an XNA Game 15

Initialize Method 17

LoadContent Method 17

UnloadContent Method 18

Update Method 18

Draw Method 20

XNA Game Flow 21

Putting It All Together 22

Check Your Knowledge 26

Summary 26

Chapter 3 Game Content 27

What Is Content? 27

Types of Content 28

Images 28

Audio 35

Fonts 37

Effects 38

XML Data 38

The XNA Content Pipeline 38

What the Content Pipeline Provides 39

Content Pipeline Architecture 39

Content Stages 41

Loading Content at Runtime 41

Custom Importers and Processors 42

The Content Type Class 43

The Intermediate Content and Reader Classes 46

The Writer Class 48

The Content Processor Class 49

Check Your Knowledge 55

Summary 55

Chapter 4 Developing for the Zune 57

Deploying to the Zune 57

Updating Your Zune's Firmware 58

Registering Your Zune with Visual Studio 59

Debugging, Running, and Rebooting 66

Running with Debugging 67

Running Without Debugging 67

Creating Windows Versions of Zune Games 68

Zune Specifications and Optimization 71

Reviewing the Core Zune Specifications 71

Writing Performant Code for the Zune 71

Handling Input on the Zune 73

Accessing the Zune Pad 73

Accessing the Directional Click Buttons 77

Accessing Other Buttons 77

Using an Input Handler Class for Zune and Windows Games78

Playing Music in Zune Games 93

Using Media Player Component Classes 93

Using the Guide 95

Putting It Together 96

Your First Real Zune Game: OutBreak 103

Designing OutBreak 103

Creating OutBreak 107

Check Your Knowledge 127

Summary 127

Chapter 5 XNA Fundamental Game Programming Concepts 129

Math in Two Dimensions 130

The Cartesian Coordinate System 130

Points and Vectors 132

Trigonometric Functions 137

Using Math in Your Games 138

Positioning Screen Objects and Dividing by Two 138

Locating Sides of Objects 142

Creating Bounding Boxes 143

Detecting Collisions with Bounding Boxes 144

Emulating Physics 144

Using Other Time-Dependent Functions 148

Collision Detection Revisited 152

Simple Collision Detection 153

Per-Pixel Collision Detection 153

Simple Game State Management 159

Using Components 162

Bringing It All Together with Monkey Feeder 169

Configuring the Solution, Projects, Folders, and Assets 171

Creating the Components 172

Putting the Components Together 189

Setting Game Properties to Appear More Professional 197

Build, Run, Copious Celebration 197

Suggested Extensions 199

Cleaning Up for Deployment 199

Making Changes in AssemblyInfo.cs 199

Changing the Thumbnail 200

Check Your Knowledge 200

Summary 201

Chapter 6 Advanced Techniques 203

Device Status 203

Checking the Battery Status 203

Determining Battery Life 205

Determining If the Zune Is Plugged In 205

Determining When the Power Status Changes 206

Advanced Sprite Batch Techniques 213

How Sprite Batches Work 213

Blend Modes 213

Sprite Batches and Game Performance 217

Games in Landscape Mode 223

Challenges with Landscape Mode 223

Possible Solutions for Landscape Mode 224

Best Practices and Considerations for Mode Support 225

Using Render Targets for Landscape Mode 225

Componentizing Landscape Mode 231

Game State Management with Screens 231

Screen Management Samples 231

Building a Screen Management System 232

Storage on the Zune 234

Advanced Touch Sensitivity on the Zune 239

Graphic Sound Visualizers 243

Check Your Knowledge 249

Summary 250

Chapter 7 Final Exercise: Multiplayer Crazy Eights 251

Wireless Networking with the Zune 251

Elements of a Multiplayer Game 252

How Data is Transmitted in Wireless Zune Games 252

The Network API and Tags 252

Robot Tag: A Two-Player Game 253

Game Solution Structure 254

Network Session Management 255

The Robot Object 257

Game Screens 259

Robot Tag Review 268

Multiplayer Crazy Eights for the Zune 268

Rules of Crazy Eights 268

Game Requirements 269

Network State Design 270

Architectural Options (High Level) 273

Screen Design 273

Building the Card Library 277

Building the Screen Manager Library 289

Building Crazy Eights 313

Summary 373

Appendix A Recommended Resources 375

Blogs 375

Microsoft Resources 376

Creators Club Samples 376

Appendix B Zune Development Quick Reference Guide 377

Animation 377

Input Handling 377

Gesture Support 378

Forcing Screen Dimensions on Windows 379

Playing Music 379

Collision Detection 379

Changing Game Properties 380

Changing the Thumbnail 381

Checking Battery Status 381

Drawing in Landscape Mode 382

Using Storage 382

Creating Visualizers 383

Appendix C Check Your Knowledge Answers 385

Chapter 2 385

Chapter 3 386

Chapter 4 386

Chapter 5 387

Chapter 6 387

Index 389

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