Book Image

Building your First Mobile Game using XNA 4.0

By : Brecht Kets, Thomas Goussaert
Book Image

Building your First Mobile Game using XNA 4.0

By: Brecht Kets, Thomas Goussaert

Overview of this book

With the dawn of the Windows Phone 7 platform, Microsoft has offered us an easy way to create 3D mobile games. In this book, we will build a 3D game for Windows Phone 7 together, taking full advantage of the graphics and touch capabilities, along with the sensors of the platform."Building your First Mobile Game using XNA 4.0" is the book for starting game development on the Windows Phone 7 platform. This book will go over the technical aspects of building games along with designing your own framework. Finally we'll build an actual game together from the ground up! This book will set future mobile game developers in the right direction.The XNA framework empowers us to build 2D and 3D games for PC, Xbox 360 and Windows Phone 7. We will use those capabilities to create stunning 3D games for the Windows Phone 7 platform. We will start by covering the basics like drawing graphics, followed by building a custom framework and end with building a game together!In this book, we will cover drawing 2D and 3D graphics, both static and animations. We will also cover the various ways of handling user input and help set the mood of our game playing both 2D and 3D sound, and accessing the user's media library. The only thing left before building a game is covering several techniques created for making our life easier while building the game, whilst building a framework to do just that. Finally, we'll build a 3D game together that will run on the Windows Phone 7 platform."Building your First Mobile Game using XNA 4.0" is the book you need to get started with mobile game development for Windows Phone 7. Its hands on approach will set you on your way in no time. Let's build some games!
Table of Contents (16 chapters)

Refactoring our code


Just like with 2D, we need to refactor our code so it remains clean. We've drawn one model now, but if we were to draw many models and add movement to them, our code would get cluttered. So we will add some classes in the same manner as we did with 2D.

The base class

The base class for all our 3D objects is called GameObject3D . This class will contain the position, rotation, and scale of the object, along with the necessary methods to initialize, update, and draw models. This class is abstract, because we don't need to be able to instantiate it.

Properties

This class will have four properties, of which three are public. The position, rotation, and scale are public, while the World matrix is protected (the World matrix is the compiled version of the position, rotation, and scale, as explained in the previous section). The rotation is of type Quaternion, a structure that has four components, and very suited for holding rotations, because unlike matrices it avoids gimbal lock...