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We ve spent a lot of time discussing development in general, but we have not yet looked at game development. We will start preparing to actually write a game in the next chapter, but let s conclude this overview of Windows Phone software development by thinking about what types of games we can create and the technologies available to create them.

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Customer - ID: Integer - Name: String - Address: String Can Be Placed By + GetID( ): Integer + GetName( ): String + GetAddress( ): String + SetID(Integer): void + SetName(String): void + SetAddress(String): void 1 Can Place 0..* + GetID( ): Integer + GetOrderDate: Date + GetItems( ): OrderItem[ ] + SetID(Integer): void + SetOrderDate(Date): void + AddItem(OrderItem): void + RemoveItem(OrderItem): void 1 Is Part Of - ID: Integer - OrderDate: Date - Items: OrderItem[ ] Order

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Although the power of the Windows Phone graphics hardware might not be approaching that of dedicated PC graphics cards, it is nonetheless very capable for a mobile device. Coupled with the lower screen resolution of the phone compared to that of a typical PC monitor, very impressive 3D graphical displays should be well within your reach. Not everything has to reach into the third dimension, however. Two-dimensional games can be extremely enjoyable and rewarding to play, too. We can do great things with the more laid-back game genres such as strategy, role playing, and puzzle games. Well-crafted games such as these can become extremely popular because the immediate switch on and play nature of the device is ideal for people who have only a few spare minutes to dedicate to gaming before real life gets in the way. This type of game is well suited to the phone and has a potentially large audience. Board and card games are examples of other styles that are easily accessible to a wide audience, and they convert well to handheld devices. In particular, the ability to physically drag cards around the game with a finger leads to a satisfying feeling of involvement. Novelty games have recently become popular on other platforms such as the iPhone, allowing users to create and distort photographs of their friends, to create sound effects in response to interactions with the device, and a variety of other unusual things. If you have creative flair and imagination to spare, this could be an interesting area to explore!

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CHAPTER 2 s GET A LIFE (IN 3D)

1..*

One of the first decisions that you need to make when you begin programming a game is which application framework to use: XNA or Silverlight.

OrderItem - ProductSKU: String - Quantity: Integer - Price: Double + GetProductSKU( ): String + GetQuantity( ): Integer + GetPrice( ): Double + SettProductSKU(String): void + SetQuantity(Integer): void + SetPrice(Double): void

canvas3D.addKeyListener( new KeyAdapter() { // listen for esc, q, end, ctrl-c on the canvas to // allow a convenient exit from the full-screen configuration public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if ((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) || (keyCode == KeyEvent.VK_END) || ((keyCode == KeyEvent.VK_C) && e.isControlDown()) ) { topLevel.dispose(); System.exit(0); // exit() alone isn't sufficient most of the time } } }); The call to dispose() ensures that all the screen resources are released, which doesn t seem to be the case when the key listener only calls System.exit().

XNA is the framework of choice for anything involving 3D graphics, full-screen graphical effects, or large numbers of moving objects. The graphical approach of XNA relies on completely redrawing the whole screen every frame (30 times per second or more), and it s just as easy to redraw things in different positions as it is to redraw them unmoved. The whole architecture of an XNA game application is based around rapid and continuous updates of the graphics onscreen. We have full access to all the device features, including the use of the multitouch screen, accelerometer, and sound and music output.

Figure 1-1. A simple class diagram Three of the four classes we outlined earlier have been incorporated into Figure 1-1. Each class is represented by a rectangle divided into compartments. The top compartment contains the class name, and the bottom compartment has the class attributes and operations.

The scene graph is created by the WrapLife3D constructor after instantiating the Canvas3D object: // globals private SimpleUniverse su; private BranchGroup sceneBG;

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