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Windows Phone 7 : Using the Touch Screen (part 6) - Initiating Object Motion
You should now feel comfortable with reading user input from the touch screen. Before we finish examining screen input, let's discuss a couple of common movement patterns that you might want to include in your games: dragging and flicking.
Windows Phone 7 : Using the Touch Screen (part 5) - Sprite Hit Testing - Retrieving the Objects at a Hit Location, Hit Testing Example Projects
Another common function will be to identify the sprites that are contained in a specific location or the frontmost sprite at a specific location. Once again, we can add functions for both of these operations to the GameHost class.
Windows Phone 7 : Using the Touch Screen (part 4) - Sprite Hit Testing - Elliptical Hit Tests, Building the Hit Tests into the Game Framework
Although rectangular hit tests are appropriate in some cases, in others it might be useful to test against a round sprite shape. To facilitate this, we can perform an elliptical hit test.
Windows Phone 7 : Using the Touch Screen (part 3) - Sprite Hit Testing - Rectangular Hit Tests
There are various ways that we could test a point within a rotated rectangle. The easiest to conceptualize is taking the four corners of the rectangle and seeing whether the point falls inside them. However, there are simpler and more efficient ways to achieve this in code.
Windows Phone 7 : Using the Touch Screen (part 2) - Reading Input Using the Touch Gestures
TouchPanel.GetState returns simple information about how the user is touching the screen; in many cases, this information will be perfectly sufficient for games that you might want to write. TouchPanel offers an alternative high-level way to read input, however, called Gestures.
Windows Phone 7 : Using the Touch Screen (part 1) - Reading Raw Touch Data
Event-driven systems tend not to "miss" any events, whereas polling systems can skip inputs if they happen too quickly. If the user taps the screen so quickly that the input state is not polled while the screen contact is made, the button press will be missed entirely.
Windows Phone 8 : Phone Hardware - Using Motion (part 2) - Emulating Motion
When developing an application that takes advantage of the accelerometer, you can debug directly on a real device if that makes the most sense. Otherwise, you can use the emulator to emulate motion for your development.
Windows Phone 8 : Phone Hardware - Using Motion (part 1)
Every Windows Phone also has an accelerometer built in. The accelerometer is a sensor that helps determine the phone’s speed and direction based on its relationship to gravity.
Microsoft XNA Game Studio 3.0 : Adding Bread to Your Game (part 3) - Strange Bounce Behavior, Strange Edge Behavior
One of the great things about XNA Game Studio is that you can stop the game and take a look at what’s happening. Once you’ve persuaded your younger brother to make the problem happen, you can put a breakpoint into the program and stop it so that you can look at the values of the variables. You can do this even as the program is running, either on the Xbox, Zune or Windows PC
Microsoft XNA Game Studio 3.0 : Adding Bread to Your Game (part 2) - Improving Programs Using Methods, Handling Collisions
You have a bread bat and some cheese, and you can move the bread around the game and chase the cheese, but nothing happens when you hit the cheese with the bread. You now need to add the interaction between these two sprites.
Microsoft XNA Game Studio 3.0 : Adding Bread to Your Game (part 1) - Using a Structure to Hold Sprite Information, Using the Gamepad Thumbsticks to Control Movement
C# provides a kind of object called a structure to allow programmers to group things together. Structures are like classes, in that they can contain methods and data, but they are managed by value.
Business Apps for Android & Windows Phone 7 : Handyscan, Outdoor Navigation, Pageonce Money& Bills, Glympse, Cool Tools
Some powerful business tools are floating in the sea of smartphone apps. Each month, we'll highlight some of the best ones for Windows 7 and Android platform users.
Windows Phone 7 Game Development : Orthographic Projection (part 2) - Isometric Projection & Pixel-Aligned Projection
To obtain an isometric projection, we simply need to set the orthographic projection up as described and then rotate the camera so that it looks upon the scene from an angle, instead of straight on.
Windows Phone 7 Game Development : Orthographic Projection (part 1) - The Viewing Frustum & Defining the Orthographic Viewing Frustum in XNA
The first of these uses is for isometric 3D games. They are generally tile-based games viewed such that the camera is rotated around and elevated from its default position. Isometric viewpoints were common in pseudo-3D games before hardware acceleration become popular.
Windows Phone 7 Game Development : Lighting (part 3) - Adding Lighting to Games
The emissive light for rendered objects is also most usefully set for each individual object, so we will add a new property for this to the MatrixObjectBase class just as we did for the specular material color.
Windows Phone 7 Game Development : Lighting (part 2) - How XNA Calculates Light Reflections
The explanations we have looked at for each light revolve to a significant degree around determining whether each triangle in a rendered object is facing toward or away from a light.
Windows Phone 7 Game Development : Lighting (part 1) - Types of Illumination
A number of different types of illumination are available to shine onto our objects. Any or all of the illumination types can be applied to XNA's lighting model, and the color of each type of illumination can be specified independently.
Windows Phone 7 : User Interface - Using Panorama and Pivot Controls
You need to develop an application that shows a lot of information that is separated into categories or groups. You don't want to put this information on separate pages and provide a navigation system; you would prefer to have them on the same main page of the application.
Windows Phone 7 : User Interface - Localizing Your Application
You need to create an application that changes the user interface depending on the language and regional settings of the Windows Phone 7 operating system.
User Interface : Using the Windows Phone 7 Predefined Styles
When the user has to insert information in your application and taps on a text field, a SIP keyboard appears, allowing the input of text. By using the InputScope attribute in your XAML code, you can customize the SIP in order to help users during text input.
Handling Input on Windows Phone 7 : Touch Input (part 3) - Multi-Point Touch
In the XNA Framework, multi-touch is essential, since game-based user experiences are generally highly customized. One example of multi-touch in the XNA Framework are having one thumb manipulating a virtual accelerator and the other thumb manipulating a virtual brake in a driving game.
Handling Input on Windows Phone 7 : Touch Input (part 2) - Raw Touch with Mouse Events
An example of raw touch is drawing with your finger, where you need individual touch locations. What enables raw touch with mouse events is the MouseEventArgs class passed into the mouse events.
Handling Input on Windows Phone 7 : Touch Input (part 1) - Single-Point Touch
Most modern mobile devices that have touch screens do not require a stylus, which was necessary for resistivetouch-based screens. Modern mobile devices are capacitive touch and respond very well to touch with a finger.
Handling Input on Windows Phone 7 : The Keyboard
Typing text on a mobile phone should be minimized as much as possible, but if text input is required, a developer should take advantage of capabilities to make typing as simple as possible.
User Interface : Customizing the Soft Input Panel Keyboard to Accept Only Numbers
You need to detect when the user changes the Windows Phone 7 theme from Dark to Light or vice versa so you can change icons, buttons, and background colors accordingly.
User Interface : Detecting Changes in the Theme Template
You need to detect when the user changes the Windows Phone 7 theme from Dark to Light or vice versa so you can change icons, buttons, and background colors accordingly.
Developing for Windows Phone and Xbox Live : Multiplayer Games (part 6) - Searching for an Available Network Session
After joining the session, you have a valid NetworkSession similar to when you created the session, so register for all of the same events. Finally, set the current gameState depending on whether the session you are joining is already playing the game or is in the lobby.
Developing for Windows Phone and Xbox Live : Multiplayer Games (part 5) - Searching for an Available Network Session
So now you can create a NetworkSession and start the game, but you are missing the capability for other players to join your game. You need to search for the available network sessions and then join one of the sessions.
Developing for Windows Phone and Xbox Live : Multiplayer Games (part 4) - Building a Game Lobby
With the session created, you move into the game lobby that lists the players in the session and whether they are ready to play the game until the host starts the game.
Developing for Windows Phone and Xbox Live : Multiplayer Games (part 3) - Creating a Network Session
When you create a session, you can provide a number of integer values that will define what type of session to create. A helpful way to keep track of integer values is to use an enumeration. In this case, create SessionProperties, which defines three types of properties.
 
 
 
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