Go ahead and add it next. In this method, you are taking the values returned and putting them in the variables you created earlier. You will write those values on screen shortly. To minimize battery usage and maximize performance, only turn the accelerometer on during the part of the game when you specifically need to get readings, such as during the main game screen and leave it off otherwise.
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The only thing left at this point is to display the coordinates on screen, so modify your Draw method by adding the following lines of code just after the first spriteBatch. DrawString call:. Go ahead and fire it up and wave your phone around and watch the values on the accelerometer change. XNA provides a set of common gestures which you can program against in your game. Where a simple touch often represents a selection or click event, gestures can represent more complex actions and are modeled after natural human movements.
In this section you will learn about the available gestures and how they are implemented in XNA. You will be using them to display messages based on the gesture you perform. You are required to tell the TouchPanel what gestures your game will be using since none are enabled by default. Add this block of code to the Initialize method, just before the base. Initialize line:.
Before executing code to respond to specific gestures, you need to check to see if any touch gestures are actually available. Add the following block of code to the Update method in your Game class. Make sure you put it before the base. Update call. Without this check, any attempt to read gestures will throw an InvalidOperation exception and your game will fail to run. Inside the if block, you read the TouchPanel and returned a populated GestureSample struct that contains data from a multi-touch gesture over a span of time.
Immediately below the line that reads the TouchPanel, add the following switch statement to handle each of the returned gesture types. This is the most basic of the touch gestures and consists of a brief single touch on the screen. This is the equivalent of a click action in Windows.
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To trigger this gesture, the user must tap the screen twice in quick succession. The DoubleTap gesture is always preceded by a Tap gesture at the same location. If the TimeSpan value between Taps is too long, the DoubleTap gesture will not be detected and a second Tap sample will be returned instead. This works similar to the single tap, except you touch the screen for approximately one second before releasing or moving your finger. In a game, this gesture might be used to provide a context menu on a specific unit, as opposed to the tap gesture which would be used to select the unit.
To support the hold gesture, add the following code block inside the switch block. This gesture is a lot like the Tap gesture, except that you do not release your finger before moving it horizontally left to right or right to left. The VerticalDrag gesture performs in much the same way as the HorizontalDrag gesture, only using a vertical top to bottom or bottom to top motion. In touch-enabled games, drag gestures are often used for moving units from one place to another, performing sliding adjustments, drawing lines and more.
The FreeDrag gesture is performed by touching the screen and moving your finger in a free-form manner such as drawing a circle. When coding support for the FreeDrag gesture in your game, consider carefully how you will use it and whether to also support the HorizontalDrag and VerticalDrag gestures. If the primary purpose is to allow drawing in your game, you can likely get by with only supporting the FreeDrag gesture. Working in compliment to the three drag-based gestures, the DragComplete gesture is returned when any of the drag gestures are completed by releasing the TouchLocation.
This GestureType is included solely to indicate completion of the drag gesture. No other position or delta data is provided for this sample type. To receive notification of when any of the drag-based gestures have completed, add this block of code to the switch statement. The Flick gesture is performed by touching the screen and making a quick swipe in any direction. There is no positional data returned from a Flick gesture, potentially making it of limited use for games, but you could use it to move the camera of your game, perhaps panning around on a large world map.
Other uses include scrolling text up and down. You can retrieve the velocity by reading the Delta property of the returned GestureSample and apply this as force to your calculations. All of the gestures covered so far are single finger gestures, but the Pinch gesture requires two fingers both touching the screen and then moving toward or away from each other.
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Pinch is treated like a two finger drag internally and takes precedence over drag-based gestures while two fingers are down. The Pinch gesture is typically used to zoom in or out and is accomplished by touching the screen with two fingers and sliding them apart to zoom in or bringing them together to zoom out. First person 3D games can use this gesture to alter the perspective of the player by moving the camera forward or backward in relation to the character.
Other uses might be to zoom in to specific parts of a game board, especially in a tile placing game like Mahjongg or Scrabble. To add support for the Pinch gesture, add the following block of code inside your switch statement:. Much like the drag-based gestures and their complimentary DragComplete gesture, Pinch has a similar gesture.
The PinchComplete gesture does not return any position or delta data and is used only to signal completion of the Pinch gesture, regardless of the direction of the pinch. Add the following line of code inside the if statement, just after the closing bracket of the switch statement:. The messagePos variable is used to store the current position of the gesture which will be used when drawing a message onscreen. To see this in action, go into the Draw routine and add the following line of code just before the call to spriteBatch.
End :. If you are using the emulator instead of an actual device some gestures may be a little more difficult to perform than others, especially the Flick and Pinch gestures. If you are interested in learning more about XNA 4. My Subscriber Account Advertise Write. Training Home Classes Mentoring State of. Staffing Home Looking for Staff? Looking for Work? Contact Us. Dark Kimbie. This article was published in:. Where Do I Get It? How Do I Use It? Go ahead and leave the name alone and create your project.
XNA Games follow a very simple pattern, as seen in Figure 2. Figure 2: XNA game sequence. Once you are in your game loop, you have two very important methods: Update and Draw. FromTicks ; This is what tells XNA to run your phone game at 30 frames per second a tick is roughly nanoseconds or one ten-millionth of a second. Take It for a Spin… At this point, go ahead and run your game by hitting F5. I will cover each of those in the following samples.
Finally, add this code to your Draw method, just before the call to the base. Draw method: spriteBatch. Begin ; spriteBatch. White ; spriteBatch. At this point, if you run your game again it should look like Figure 4. Figure 4: The Windows Phone Emulator with text onscreen in portrait orientation. Figure 5: The Windows Phone Emulator with text onscreen in portrait orientation. Still not terribly impressive, so add the following code to your Game1 class constructor: graphics.
Portrait DisplayOrientation. LandscapeLeft DisplayOrientation. LandscapeRight; Now, build and run again. The GameWindow class is exposed as Window in your XNA game, so the code to check the CurrentOrientation property in your game would look something like the snippet below: if Window. Accelerometer Sensor Along with the ability to detect device orientation from a landscape or portrait perspective, there is also a built-in accelerometer sensor that can detect more precise movement and positioning. With that out of the way, at the top of your Game1 class file, add the following using statement: Using Microsoft.
Sensors; This will give you access to the Accelerometer classes, so go ahead and add the following class level variable: Accelerometer accelerometer; The Accelerometer exposes X, Y and Z properties that store acceleration for those directions. You will do this in the Initialize method as well, right after the code you just added to instantiate the Accelerometer class: accelerometer.
Add a reference to the System. Windows namespace. Now add the following statement at the top of your Game1 class: using System. Modify the Initialize method to include the following line: accelerometer.
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. 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. Its hands on approach will set you on your way in no time. With a wide range of skills acquired by his studies, he explored the world of programming and game development.
Thomas is always curious and eager to learn new things; always feeding his passion for programming. Now he's a lecturer at Howest University, where he teaches game development in one of the leading international game development study programs, Digital Arts and Entertainment www. It's nice to have a passion for programming, but it's even better to share it with the world! Brecht Kets is a Senior Lecturer at Howest University in Belgium, where he teaches game development in one of the leading international game development study programs, Digital Arts and Entertainment www.
He's been actively involved in game development for several years, and has been writing about XNA since the launch in December He hosts the website www. Sign In Register. Toggle Nav. Browse All.
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