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Index
Cover Title Copyright Contents at a Glance Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Getting Started
A Closer Look at Visual Studio Development for Windows 8 and Windows Phone 8
Language Choices IDE Features
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
Creating a Windows Phone Project
Project Templates Designing a Page Running in the Emulator Running on a Real Device
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 Sharing Graphic Resources between Windows 8 and Windows Phone
Sprites in Detail
Supported Graphic Formats Scaling Rotation Tinting Partial Image Rendering Layer Depth Sprite 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 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
An Example Game: Cosmic Rocks (Part 1)
Designing the Game Creating the Graphics Creating the Game Objects Running the Game
Creating MonoGame Games Summary
Chapter 4: User Input
Detecting Input Capabilities Using the Touch Screen
Reading Raw Touch Data Reading Input Using Touch Gestures Sprite Hit Testing Initiating Object Motion 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 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 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 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 Creating Custom Blend States Object Transparency
Handling Orientations Integration into the Game Framework
The MatrixObjectBase Class 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 Material Properties Light and Material Interaction Using Multiple Lights Reusing Lights Types of Light Source How MonoGame Calculates Light Reflections Adding Lighting to Games
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 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 Creating a 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 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
Adding a High-Score Table
Implementing the High-Score Table 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 Life Cycle in Windows Phone Apps
Responding to the Game Window Resizing
Detecting When the Window Size Changes Handling Window Size Changes
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
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 Setting Colors in Code Using Brushes Together
Exploring XAML
Summary
Chapter 12: XAML Controls and Pages
The XAML Controls Display Controls Interactive Controls Layout Controls User Interface Design
Orientation Multiple Page Projects
Adding New Pages to a Project Navigating between Pages Passing Values When Navigating
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 Working with Trial Mode in Windows Phone Apps
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
Preparing for Distribution
Updating the Application Manifest File 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
Go Create! Summary
Index
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