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


In the previous code, we've drawn three textures from our game class. We hardcoded the positions, something we shouldn't do. None of the textures were moving but if we want to add movement now, our game class would get cluttered, especially if we have many sprites. Therefore we will refactor our code and introduce some classes. We will create two classes: a GameObject2D class that is the base class for all 2D objects, and a GameSprite class, that will represent a sprite.

We will also create a RenderContext class. This class will hold our graphics device, sprite batch, and game time objects. We will use all these classes even more extensively when we begin building our own framework in Chapter 6, Building a Basic Framework.

Render context

Create a class called RenderContext. To create a new class, do the following:

  1. Right-click on your solution.

  2. Click on Add | New Item.

  3. Select the Code template on the left.

  4. Select Class and name it RenderContext.

  5. Click on OK.

This class will contain...