Click here to Skip to main content
15,896,539 members
Articles / Mobile Apps / Windows Phone 7

Windows Phone: Are you Game? Part 1

Rate me:
Please Sign up or sign in to vote.
4.77/5 (18 votes)
12 Nov 2011CPOL9 min read 46.4K   693   36  
Introduction to XNA game development for Windows Phone - Includes XNAImage, image manipulation for XNA
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using FarseerPhysics.Dynamics;
using Harlinn.WindowsPhone.XNA.Engine;
using Harlinn.WindowsPhone.XNA.Engine.Extensions;
using Harlinn.WindowsPhone.XNA.Engine.Imaging;


namespace FarseerPhysicsIntro
{
  /// <summary>
  /// This is the main type for your game
  /// </summary>
  public class FarseerPhysicsIntroGame : WorldGame
  {
    SpriteBatch spriteBatch;
    Texture2D whiteTexture;
    SpriteFont defaultSpriteFont;

    public FarseerPhysicsIntroGame()
    {
      Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
      base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
      // Create a new SpriteBatch, which can be used to draw textures.
      spriteBatch = new SpriteBatch(GraphicsDevice);
      //whiteTexture = Content.Load<Texture2D>("white");
      whiteTexture = new Texture2D(GraphicsDevice, 800, 480);

      XNAImage xnaImage = new XNAImage(800, 480);
      xnaImage.PerlinNoise(1.2, 0.025 / 2, 0.9, 3, 5);

      xnaImage.FillQuad(20, 20,45,45, 300,350, 350,550 , Color.PaleTurquoise);

      xnaImage.DrawLine(300, 300, 300, 200, Color.PaleTurquoise);



      whiteTexture.Assign(xnaImage);

      defaultSpriteFont = Content.Load<SpriteFont>("DefaultSpriteFont");

      base.LoadContent();
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
      whiteTexture.Dispose();

      spriteBatch.Dispose();
      spriteBatch = null;

      base.UnloadContent();
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
      // Allows the game to exit
      if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
      {
        this.Exit();
      }

      // TODO: Add your update logic here

      base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
      GraphicsDevice.Clear(Color.CornflowerBlue);

      spriteBatch.Begin();


      Rectangle rectangle = new Rectangle(0, 0, 800, 480);

      spriteBatch.Draw(whiteTexture, rectangle,Color.White);


      spriteBatch.End();

      base.Draw(gameTime);
    }
  }
}

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Architect Sea Surveillance AS
Norway Norway
Chief Architect - Sea Surveillance AS.

Specializing in integrated operations and high performance computing solutions.

I’ve been fooling around with computers since the early eighties, I’ve even done work on CP/M and MP/M.

Wrote my first “real” program on a BBC micro model B based on a series in a magazine at that time. It was fun and I got hooked on this thing called programming ...

A few Highlights:

  • High performance application server development
  • Model Driven Architecture and Code generators
  • Real-Time Distributed Solutions
  • C, C++, C#, Java, TSQL, PL/SQL, Delphi, ActionScript, Perl, Rexx
  • Microsoft SQL Server, Oracle RDBMS, IBM DB2, PostGreSQL
  • AMQP, Apache qpid, RabbitMQ, Microsoft Message Queuing, IBM WebSphereMQ, Oracle TuxidoMQ
  • Oracle WebLogic, IBM WebSphere
  • Corba, COM, DCE, WCF
  • AspenTech InfoPlus.21(IP21), OsiSoft PI


More information about what I do for a living can be found at: harlinn.com or LinkedIn

You can contact me at espen@harlinn.no

Comments and Discussions