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Windows Phone: Are you Game? Part 1

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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 Harlinn.WindowsPhone.XNA.Engine.Imaging;
using Harlinn.WindowsPhone.XNA.Engine.Particles;
using Harlinn.WindowsPhone.XNA.Engine.Extensions;

namespace XNAImageIntro
{
  /// <summary>
  /// This is the main type for your game
  /// </summary>
  public class XNAImageIntroGame : Microsoft.Xna.Framework.Game
  {
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    XNAImage textureImage;
    Texture2D texture;


    public XNAImageIntroGame()
    {
      graphics = new GraphicsDeviceManager(this);
      Content.RootDirectory = "Content";

      // Frame rate is 30 fps by default for Windows Phone.
      TargetElapsedTime = TimeSpan.FromTicks(333333);

      // Extend battery life under lock.
      InactiveSleepTime = TimeSpan.FromSeconds(1);

      graphics.PreferredBackBufferWidth = 480;
      graphics.PreferredBackBufferHeight = 800;


    }

    /// <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()
    {
      // TODO: Add your initialization logic here

      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);

      Rectangle rect = Window.ClientBounds;

      texture = new Texture2D(GraphicsDevice, rect.Width, rect.Height, false, SurfaceFormat.Color);

      textureImage = new XNAImage(rect.Width, rect.Height, Color.CornflowerBlue);

      Color color = Color.Green;
      textureImage.FillEllipseCentered(480/3, 275, 75, 75, color);

      color = Color.Blue;
      textureImage.FillEllipseCentered(480*2/3, 275, 75, 75, color);

      XNAImage noisyImage = new XNAImage(200, 200);
      noisyImage.PerlinNoise(1.2, 0.025, 0.9, 3, 5);
      textureImage.Blit(new Rectangle(140, 400, 200, 100), noisyImage, new Rectangle(0, 0, 200, 100),BlendMode.Subtractive);
      textureImage.Blit(new Rectangle(140, 500, 200, 100), noisyImage, new Rectangle(0, 100, 200, 100));


      texture.Assign(textureImage);

    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
      // TODO: Unload any non ContentManager content here
    }

    /// <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)
    {
      try
      {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
          this.Exit();
        ProcessInput();

        
      }
      catch (Exception exc)
      {
        System.Diagnostics.Debugger.Log(1, "Exception", exc.Message);
      }

      base.Update(gameTime);
    }

    protected void ProcessInput()
    {
      MouseState mouseState = Mouse.GetState();
      if (mouseState.LeftButton == ButtonState.Pressed)
      {


      }
    }



    /// <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.Green);

      spriteBatch.Begin(SpriteSortMode.FrontToBack, null);
      try
      {
        Rectangle rectangle = Window.ClientBounds;
        Vector2 pos = new Vector2(rectangle.X, rectangle.Y);
        spriteBatch.Draw(texture, pos, null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 1);
      }
      finally
      {
        spriteBatch.End();
      }

      base.Draw(gameTime);
    }
  }
}

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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 ...

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