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XNA for Windows Phone

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XNA for Windows Phone

  1. 1. XNA for Windows Phone Ed Donahue Academic Developer Evangelist ed.donahue@microsoft.com creepyed.com | @creepyed
  2. 2. Topics • Available sensors and tools • The game loop • Adding movement • Add-ins • Demos available here: http://bit.ly/EdDemos Windows Phone
  3. 3. The Windows Phone Hardware Windows Phone
  4. 4. XNA Game Studio 4.0 Windows Phone
  5. 5. Quick overview of XNA • The XNA Framework provides everything you need to get started writing games: • Full Content Management (integrated into Visual Studio) • Support for 2D Sprite-based gameplay • Support for 3D games • Common behaviours across the Windows PC, Xbox 360 and Windows Phone – One game engine can run on all platforms • Well factored object model Windows Phone
  6. 6. 3D Games • XNA provides full support for 3D games including the use of 3D models in gameplay • The hardware acceleration provides very impressive, high performance graphics • You can make use of a number of pre-build shaders that have been specifically optimised for phone use Windows Phone
  7. 7. Game Loop Overview Initialize Load Get User Engine Resources Input Calculate Test Criteria Give Free Resources FeedBack Windows Phone
  8. 8. Game Loop Overview XNA Framework Game Loop Initialize() LoadContent() Update() Draw() UnloadContent() Windows Phone
  9. 9. Creating a game world • An XNA game uses a number of variables to represent the state of the game itself – The Update method will update their values – The Draw method will produce a display that reflects their value • In the case of Cheese Roller the game must manage the texture and draw position of the cheese on the screen Windows Phone
  10. 10. Demo Drawing Cheese
  11. 11. Windows Phone and orientation • By default a Windows Phone XNA game assumes it is running in “landscape” mode with the screen on the left of the controls • I want to change this, because I want to send the cheese down the long axis of the phone when it is rolled • I can select orientation when the game starts Windows Phone
  12. 12. Orientation management • An XNA game can specify the orientations it can support • The game can bind a method to the event which is fired when the orientation changes – Games can animate the transition to the new orientation if they wish • When orientation changes the origin for the draw position is moved to the top left hand corner of the viewport • The frame of reference for accelerometer readings (of which more later) is for the phone held in Windows Phone
  13. 13. Size and the scaler • An XNA game can also request a specific size of back buffer for the display • The game will be given this resolution irrespective of the actual device – The Graphics Processor (GPU) performs this scaling automatically and interpolates to remove any jagged edges • This is a great way to get performance boost by rendering to a lower resolution than the screen itself – In a fast moving game the lower resolution is not Windows noticeable Phone
  14. 14. Demo Orientation and Scale
  15. 15. Adding Movement • 2D games are a great way to start game development • Cartesian coordinate system • Track position, direction, and speed for each object 15 Windows Phone
  16. 16. Moving Objects • Vectors represent position and speed • Position Vector (10,10) – location on screen • Velocity Vector (0,10) – direction and speed Windows Phone
  17. 17. Moving Objects • Vectors represent position and speed • positionVector velocityVector • Changing length of velocity vector changes speed Windows Phone
  18. 18. Windows phone gesture support • For the ultimate in control you can get direct access to touch events from the panel – Up to four events can be tracked at one time – Each event is uniquely identified throughout its lifetime • However, XNA games can also use built in gesture recognition • Register an interest in a particular gesture type and then get notification when one has been performed 18 Windows Phone
  19. 19. Supported gestures • The touch panel can detect a number of different gestures including – Tap – DoubleTap – Hold – HorizontalDrag, VerticalDrag and FreeDrag – Pinch – Flick • The Cheese Roller game is going to use the Flick gesture 19 Windows Phone
  20. 20. Registering an interest in a gesture TouchPanel.EnabledGestures = GestureType.Flick; • The game must select those gestures that it wants to use • This can be done once at the start of the game • I do it in the XNA Initialize method • A game can also query the TouchPanel about the number of points it can track simultaneously Windows Phone
  21. 21. Demo Flicking Cheese
  22. 22. Improving on cheese roller • The obvious improvement to Cheese Roller is to add more cheese • If we do this the physics becomes more complicated • Fortunately there are a lot of engines out there that can help • One of these is the Farseer engine • It is a 2D physics engine that is very easy to use and works well on Windows Phone • The Farseer Physics Engine is a Codeplex based project you can download from here: Windows Phone http://farseerphysics.codeplex.com/
  23. 23. Using the phone accelerometer • You can also use the accelerometer to control the behavior of objects in your game • The Accelerometer can measure acceleration in X, Y and Z • You can use just the X and Y values to turn it into a replacement for a gamepad • The values that are returned are in the same range: -1 to +1 in each axis Windows Phone
  24. 24. XNA Framework Accelerometer • Unlike other XNA input devices the accelerometer in XNA 4.0 is event driven • The accelerometer generates events when new readings are available • You must bind a method to the event • The method can store the settings for later use Windows Phone
  25. 25. Demo Tipping Cheese
  26. 26. Adding sound effects • Sound effects can be added to games as additional resources • They are loaded into the Content project and provided to the game by the Content Manager Windows Phone
  27. 27. Music Playback • An XNA game can also play back music files • These can be loaded from content which is part of the game assets or from the media collection on the phone • It is also possible to load the album artwork and use this in games • Music is played by the MediaPlayer object, and is not managed in the same way as sound effects Windows Phone
  28. 28. Demo Sound Effects
  29. 29. XNA Framework and Fast Application Switching
  30. 30. XNA Framework application switching • There is a useful MSDN document that explains how to persist and recover XNA games : http://bit.ly/soN67r Windows Phone
  31. 31. Review • The Windows Phone platform provides a mix of resources that can be used to create compelling games • The Touch sensor and accelerometer inputs are easy to use in XNA programs • It is easy to add sound and music to gameplay Windows Phone
  32. 32. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION. © 2011 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.

Editor's Notes

  • 9 XNA for Windows Phone9.1 XNA Content9.2 Game Draw/Update Behaviours9.3 Resources in XNA Games9.4 Images and Sprites9.5 Sound Effects and Background Music9.6 Touch Panel Events and Gestures9.7 Using the Accelerometer in Games9.8 Using the Motion Sensor Object in Games9.9 Using Media in Games9.10 Game Orientation and Scale9.11 Running XNA games within Silverlight Applications9.12 Fast Application Switching and Games
  • Consistent hardware across OEMsPerformance is impressive, especially in 3DYou can use all the hardware and sensors in your Windows Phone gamesGreat tooling to facilitate game development
  • We don’t dive in to 3D because it would take more than a session to cover it but make the point that 3D support is very impressive and easy to use relative to other 3D game development platforms.
  • Each of these behaviors maps to a method in the game class created by Visual Studio at the time the XNA game project is created
  • The Update Method is where you get user input, calculate movement, check for collisions, etc.Draw just handles rendering for the game loop cycle
  • A game world is all the data that keeps track of game objects. Like the data in an application.
  • Start Visual Studio Open the project CheeseRollerin the folder Demo 1 Drawing CheesePress F5 to run the program and show how the cheese is drawn top left. You may need to rotate the emulator to show this best.Stop the program and exit Visual Studio.Explain that we are now going to show how the display and orientation environment for a game can be customised.
  • This default behaviour can be confusing, but make the point it is easy to fix.
  • The frame of reference thing is important, it might mean that transformations are required when using the accelerometer in some games.
  • This is a HUGE win. It means that you can fix all your asset sizes for a particular screen size and that will work on every platform, now and in the future.It also means you can get great performance hike by simply dropping the required resolution and giving the GPU less to do. Make a fuss of this, it is very useful.
  • Start Visual Studio Open the project CheeseRollerin the folder Demo 2 Orientation and ScalePress F5 to run the program and show how the cheese is drawn top left. You may need to rotate the emulator to show this best.Stop the program and open the file CheeseRollerGame.csMove to the CheeseRollerGameconstructor.Uncomment the setup lines and re-run the program.Note that the cheese origin is now the top left hand corner in portrait mode.Stop the program.Change the back buffer size as follows:graphics.PreferredBackBufferWidth = 200;graphics.PreferredBackBufferHeight = 200;Run the program again. Note that the display is now square, with black bands. Explain that XNA will do this automatically. Ask why the cheese has not got any larger, even though the resultion is now much lower.Answer: It is because the size of the cheese is calculated from the display dimensions, so it automatically resizes for any platform.Use undo to put the source file back to the original state for next time.Save the project and then exit Visual Studio.
  • http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.touch.gesturetype.aspx is a good place to look for these.
  • Make the point that we can listen for a combination of gestures if we wish.
  • Start Visual Studio Open the project CheeseRollerin the folder Demo 3 CheeseFlickPress F5 to run the program.Flick the screen and show how the cheese moves, bounces off the edges and then slows down.Make the point that this is really easy to do, and that we now have a working physics model we could use in a variety of game situations.Stop the program and open the file CheeseRollerGame.csFind the statement cheeseSpeed = gesture.Delta / 100; in the Update method.Ask what would happen if we changed the value 100 to 50.Answer: The flicks would be a lot more powerful, and would cause the cheese to move more quickly.Change the value to 50Find the statement float friction = 0.99f; Ask what would happen if we changed the 0.99 to 1.001?Answer: The game would nave negative friction, and the ball would just speed up indefinitely.Change the value to 1.001fRun the game again.Flick the cheese. Note that it goes a lot further, and slowly speeds up.Stop the program before the chees burns a hole in the side of the game.Use undo to remove the changes for next time, rebuild the application and then exit Visual Studio.Change the speed factor (100 on the previous slide) to show the effect of speeding up the game.
  • Make the point that I have some sample games that use this that they are welcome to download.
  • We are going to start with the standard accelerometer, which is still useful for most games.Well move onto the new Mango controls later.
  • Make the point that normally a game would poll devices, for example gamepads, to get the user inputs to the game.
  • Start Visual Studio Open the project CheeseRollerin the folder Demo 4 CheeseTipperPress F5 to run the program.Press the>> chevrons in the emulator to open the Additional Tools dialog.Select the Accelerometer tab in the Additional Tools dialog.Select Portrait Flat in the Orientation dropdown.Now you can tip the phone and the cheese will roll accordingly.Flick the screen and show how the cheese moves, bounces off the edges and then slows down.Make the point that this is really easy to do, and that we now have a working physics model we could use in a variety of game situations.Stop the program and open the file CheeseRollerGame.csFind the statement cheeseSpeed = gesture.Delta / 100; in the Update method.Ask what would happen if we changed the value 100 to 50.Answer: The flicks would be a lot more powerful, and would cause the cheese to move more quickly.Change the value to 50Find the statement float friction = 0.99f; Ask what would happen if we changed the 0.99 to 1.001?Answer: The game would nave negative friction, and the ball would just speed up indefinitely.Change the value to 1.001fRun the game again.Flick the cheese. Note that it goes a lot further, and slowly speeds up.Stop the program before the chees burns a hole in the side of the game.Use undo to remove the changes for next time, rebuild the application and then exit Visual Studio.Change the speed factor (100 on the previous slide) to show the effect of speeding up the game.
  • This is the solution explorer for the cheese roller project with sound and sprites.Point out the two asset files at the bottom. Mention that these were just dragged into the project.Also make the point that we can create folders and structure the data if we have large numbers of assets.This data is automatically provided to the game when it runs.
  • Start Visual Studio Open the project CheeseRollerin the folder Demo 5 Cheese Tipper with SoundPress F5 to run the program.Press the>> chevrons in the emulator to open the Additional Tools dialog.Select the Accelerometer tab in the Additional Tools dialog.Select Portrait Flat in the Orientation dropdown.Press F5 to run the program. Use the accelerometer emulator to make the cheese hit the edges and note that it makes a sound each timeChange the speed factor (100 on the previous slide) to show the effect of speeding up the game.
  • This is a very complex issue that we really don’t have time to go into here.However, the document provides a good starting point.It needs to be updated so that it covers how an application knows it has been Tombstoned rather than dormant.There is a copy in this folder.

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