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Android game programming for dummies [[electronic resource] /] / by Derek James
Android game programming for dummies [[electronic resource] /] / by Derek James
Autore James Derek
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies Android game programming for dummies
Soggetto topico Computer games - Programming
Androids
Soggetto genere / forma Electronic books.
ISBN 1-118-22218-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9910452851503321
James Derek  
Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies [[electronic resource] /] / by Derek James
Android game programming for dummies [[electronic resource] /] / by Derek James
Autore James Derek
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies Android game programming for dummies
Soggetto topico Video games - Programming
Androids
ISBN 1-118-22218-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9910779437103321
James Derek  
Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Android game programming for dummies / / by Derek James
Android game programming for dummies / / by Derek James
Autore James Derek
Edizione [1st ed.]
Pubbl/distr/stampa Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Descrizione fisica 1 online resource (387 p.)
Disciplina 794.81526
794.815268
Collana --For dummies Android game programming for dummies
Soggetto topico Video games - Programming
Androids
ISBN 1-118-22218-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Android Game Programming For Dummies; About the Author; Dedication; Author's Acknowledgments; Contents at a Glance; Table of Contents; Introduction; Why You Need This Book; Conventions Used in This Book; Technical Considerations; How This Book Is Organized; Icons Used in This Book; Where to Go from Here; Part I: Adopting the Android Gaming Mindset; Chapter 1: Getting to Know Android Gaming; Seeing the Potential of the Android Platform; What You Must Know about the Mobile Gaming Industry; How Android Is Suited to Mobile Gaming; Thinking Through Your Game Project; Knowing What Tools You Need
Capitalizing on Your GameChapter 2: Designing Your Game; Deciding What Kind of Game to Make; Identifying Your Target Audience; Targeting Devices; Chapter 3: Setting Up Your Development Environment; Starting at the Beginning; Downloading and Installing Eclipse; Installing the Software; The Android Virtual Device (AVD) Manager; Creating an Android Project; Running an Android App; Part II: Starting to Program; Chapter 4: Dissecting an Android App; Creating a New Project; Taking the Bird's Eye View of a Project; Editing the Manifest; Organizing Resources; Organizing the Source Directory
Understanding ActivitiesUsing Views; Part III: Making Your First Game: Crazy Eights; Chapter 5: Creating a Simple Title Screen; Creating a Custom View; Loading the Title Graphic; Drawing the Title Graphic; Handling Screen Orientation; Controlling Screen Timeout; Making the Game Full-Screen; Adding buttons; Handling Button States; Launching the Play Screen; Chapter 6: Creating a Basic Play Screen; Displaying Cards; Taking Your Turn; Chapter 7: Finishing Your First Game; Ending Hands and Games; Wrapping Up the Game; Part IV: Moving On to Your Second Game: Whack-a-Mole
Chapter 8: Creating a Complex Title ScreenUsing SurfaceView; Adding an Options Menu; Toggling the Sound Option; Chapter 9: Creating an Animated Play Screen; Handling Images for the Play Screen; Making Simple Animations; Handling User Interaction; Loading and Playing Sounds; Handling End of Game; Chapter 10: Storing and Retrieving Game Information; Using Shared Preferences for Data Storage; Using XML for Data Storage; Using a SQLite Database for Data Storage; Part V: Managing Your Game in theMarket; Chapter 11: Making Money with Your Game; Knowing Your Competition; Monetization Models
Alternatives to Google PlayChapter 12: Publishing and Updating Your Game; Creating a developer account for Google Play; Generating a Key with Keytool; Exporting a Signed Application; Uploading Your Game to Google Play; Supporting and Updating Your Game After Publication; Part VI: The Part of Tens; Chapter 13: Ten Open-Source Game Projects; Lunar Lander; Replica Island; Alien Blood Bath; OpenSudoku; Lexic; Newton's Cradle; Vector Pinball; asqare; tiltmazes; GL ES Quake; Chapter 14: Ten Game Engines and Tools; libgdx; AndEngine; Unity; OpenFeint; Flurry; Audacity; sfxr; GIMP; Inkscape; AdWhirl
Chapter 15: Ten More Places to Distribute Your Game
Record Nr. UNINA-9910823820803321
James Derek  
Hoboken, New Jersey : , : John Wiley & Sons, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android C++ game development / / Bruce Sutherland
Beginning Android C++ game development / / Bruce Sutherland
Autore Sutherland Bruce
Edizione [1st ed. 2013.]
Pubbl/distr/stampa New York : , : Apress, , 2013
Descrizione fisica 1 online resource (xix, 296 pages) : illustrations (some color)
Disciplina 004
794.815268
Collana Gale eBooks
Soggetto topico Application software - Development
Mobile computing - Programming
C++ (Computer program language)
ISBN 1-4302-5831-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer ""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: An Introduction to Game Development""; ""A Brief History of Video Games""; ""Who Makes Games?""; ""The Difference between Computer Games and Board Games""; ""Comparing Mobile Phones to Game Consoles""; ""An Overview of Game Engines""; ""Summary""; ""Chapter 2: An Introduction to the Android Game Development Ecosystem""; ""Java and the Dalvik Virtual Machine""; ""C++ and the NDK""; ""Fragmentation and the Android Ecosystem""; ""Android Versions""
""Screen Resolution and Aspect Ratio""""Input Device Support""; ""GPUs""; ""HelloDroid - Our First Android Game""; ""Creating a New Eclipse Project""; ""Adding NDK Support""; ""A Look at the NDK Build System""; ""Modifying the Build File""; ""Adding Application-Level Build Options""; ""Enabling Debugging""; ""Running the Game""; ""Summary""; ""Chapter 3: Game Design for Beginners: Droid Runner""; ""An Introduction to Design Documents""; ""Creating a World, Telling a Story, and Setting the Scene""; ""The Droid Runner Design Overview""; ""Section 1 - Game Overview""
""Defining the Gameplay and Mechanics""""Section 2 - Gameplay and Mechanics""; ""Section 2.1 - Gameplay""; ""Section 2.2 - Mechanics""; ""Section 2.2.1 - Movement""; ""Section 2.2.2 - Obstacles""; ""Section 2.2.3 - Pickups""; ""Level Design""; ""Pacing""; ""Aesthetics""; ""Scale""; ""Technical Requirements""; ""Summary""; ""Chapter 4: Building a Game Engine""; ""Creating an Application Object""; ""Creating the Game Loop Using a Kernel and Tasks""; ""Starting the Kernel Class""; ""Defining the Task Interface""; ""Examining the Kernel Methods""; ""Android�s Native App Glue""; ""Timekeeping""
""Summary""""Chapter 5: Writing a Renderer""; ""Initializing the Window and OpenGL Using EGL""; ""An Introduction to Shaders""; ""An Introduction to Vertex Shaders in OpenGL ES 2.0""; ""An Introduction to Fragment Shaders in OpenGL ES 2.0""; ""Creating a Shader Program""; ""Rendering a Quad with OpenGL""; ""Representing Geometry""; ""Creating a Renderable""; ""Creating the Basic Shader""; ""Creating an App-Specific Application and Task""; ""Applying Textures to Geometry""; ""Loading a File""; ""Loading a TGA File""; ""Representing a GL Texture""; ""Creating TextureShader""
""Initializing Textures and Shaders""""Loading Textures in a Task""; ""Summary""; ""Chapter 6: Game Entities""; ""What Is a Game Entity?""; ""Communicating with Game Objects via Events""; ""The Event Class""; ""The EventHandler Classes""; ""The EventManager""; ""EventManager�s Friend Functions""; ""Big O Notation""; ""EventManager�s Interface Methods""; ""Rendering an Object""; ""The TransformComponent Class""; ""The Transform Class""; ""The RenderableComponent""; ""The TransformShader Class""; ""The Player Object""; ""Making the Player Jump""; ""A Basic AI Entity""; ""Summary""
""Chapter 7: Building Game Levels with Collision""
Record Nr. UNINA-9910735387703321
Sutherland Bruce  
New York : , : Apress, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Autore Williams Chris G
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2011
Descrizione fisica 1 online resource (554 p.)
Disciplina 794.815268
Altri autori (Persone) ClingermanGeorge W
Collana Wrox professional guides
Soggetto topico Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-283-37457-9
9786613374578
1-118-06798-3
1-118-06796-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary
CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs
Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations
Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs
Car.cs
Altri titoli varianti Windows Phone 7 game development
Record Nr. UNINA-9910464431803321
Williams Chris G  
Indianapolis, IN, : Wiley, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Professional Windows Phone 7 game development [[electronic resource] ] : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Autore Williams Chris G
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2011
Descrizione fisica 1 online resource (554 p.)
Disciplina 794.815268
Altri autori (Persone) ClingermanGeorge W
Collana Wrox professional guides
Soggetto topico Video games - Design
Video games - Programming
ISBN 1-283-37457-9
9786613374578
1-118-06798-3
1-118-06796-7
Classificazione DAT 440f
DAT 758f
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary
CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs
Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations
Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs
Car.cs
Altri titoli varianti Windows Phone 7 game development
Record Nr. UNINA-9910789495103321
Williams Chris G  
Indianapolis, IN, : Wiley, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional Windows Phone 7 game development : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Professional Windows Phone 7 game development : creating games using XNA Game Studio 4 / / Chris G. Williams, George W. Clingerman
Autore Williams Chris G
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, c2011
Descrizione fisica 1 online resource (554 p.)
Disciplina 794.815268
Altri autori (Persone) ClingermanGeorge W
Collana Wrox professional guides
Soggetto topico Computer games - Design
Computer games - Programming
ISBN 1-283-37457-9
9786613374578
1-118-06798-3
1-118-06796-7
Classificazione DAT 440f
DAT 758f
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto PROFESSIONAL Windows® Phone 7 Game Development; CONTENTS; INTRODUCTION; CHAPTER 1: GETTING TO KNOW THE WINDOWS PHONE 7 DEVICE; Minimum Specifications; Chassis Design; Screen Resolution; Phone Features; Capacitive Touch; Sensors; Accelerometer; aGPS; Compass; Light Sensor; Proximity Sensor; Digital Camera; DirectX 9 Acceleration; Face Buttons; Back Button; Start Button; Search Button; QWERTY Keyboard; Software Features; Start and Lock Screens; Hubs; People Hub; Pictures Hub; Music + Video Hub; Games Hub; Marketplace Hub; Office Hub; Other Applications; Summary; CHAPTER 2: GETTING STARTED
Getting the Tools You Need Meeting the System Requirements; Satisfying the Developer Requirements; What You Get; XNA Game Studio 4.0; Creating Your First Project; Spotting Differences Between the Windows Phone Game and Other XNA Game Projects; Setting Up a Windows Phone Device; Using the Windows Phone Emulator; Using Command-Line Options; Summary; CHAPTER 3: ORIENTATION; Device Orientation; Setting Device Orientation; Hardware Scaling; Automatic Rotation; Detecting Device Orientation; Running in Full-Screen Mode; Phone Title-Safe Area; Accelerometer; Accelerometer Sample; Summary
CHAPTER 4: TOUCH INPUT Responding to Touch Events; Overview of Touch Interfaces; Detecting Touch Input; Detecting Gestures; Tap; Double Tap; Hold; Horizontal Drag; Vertical Drag; Free Drag; Drag Complete; Flick; Pinch; Pinch Complete; Seeing Results; Custom Gestures; Designing for Touch Games; Remember Your Platform; Design for the Right Resolution; Be Consistent and Predictable; The Soft Input Panel (SIP); Summary; CHAPTER 5: GIVE ME YOUR INPUT; Building the Input Management System; Input.cs; Gesture Definition.cs; Game Input.cs; Touch Indicator.cs; TouchIndicatorCollection.cs
Using the Input Management System Actions.cs; Game 1.cs; Summary; CHAPTER 6: THE STATE OF THINGS; Game State; Managing Game State; Option 1: Boolean Flags; Option 2: Enumerations; Option 3: Object-Oriented; Handling Multiple Layers of Screens; Phone Hardware Events; Detecting the Back Button; Overriding the Back Button; Game, Interrupted; Notifications and Temporary Interruptions; Game-Stopping Events; Somebody Save Me; Summary; CHAPTER 7: LET THE MUSIC PLAY; Handling Audio; Playing Music with Media Player; Do You Mind? I'm Playing Music Here; Background Music; Song Collections; Visualizations
Sound Effect Sound Effect Instance; XACT 3.0; Recording Audio; The Microphone Class; Saving and Retrieving Captured Audio; Summary; CHAPTER 8: PUTTING IT ALL TOGETHER: DRIVE & DODGE; Creating the Game; Screens; Screen.cs; Screen State Switchboard.cs; Title.cs; Sprite.cs; Background.cs; Content; Game 1.cs; Text.cs; screenFont.spritefont; Button.cs; The Input Wrapper; Game Input.cs; Gesture Definition.cs; Input.cs; Touch Indicator.cs; Touch Indicator Collection.cs; Adding Sounds and Music; Music.cs; SoundEffects.cs; More Screens; MainGame.cs; InGameMenu.cs; GameOver.cs; Coding the Main Game Screen; Road.cs
Car.cs
Altri titoli varianti Windows Phone 7 game development
Record Nr. UNINA-9910812422203321
Williams Chris G  
Indianapolis, IN, : Wiley, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui