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. 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. 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.
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New Features in XNA 4.0 and Windows Phone 7
This article was published in: This article was filed under: XNA Windows Phone 7. Where Do I Get It? Running the web installer puts a number of things on your system, including: How Do I Use It? Figure 1: The Create Project screen in Visual Studio 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. If you take a look at the last line of the Game1 constructor, you will see this line: 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. For now, set the Size property to something a little more readable: At the top of your Game1 class, just before the constructor, add the following class level variable: Finally, add this code to your Draw method, just before the call to the base.
Draw method: Begin ; spriteBatch. White ; spriteBatch. End ; Figure 3: The Windows Phone Emulator. 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: Still not terribly impressive, so add the following code to your Game1 class constructor: 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: 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.
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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. Add the following class level variables to hold these values: You will do this in the Initialize method as well, right after the code you just added to instantiate the Accelerometer class: Add a reference to the System. Windows namespace. Now add the following statement at the top of your Game1 class: Modify the Initialize method to include the following line: Add the following line to your UnloadContent method: Stop ; 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: DrawString font, "X: ToString "0. DrawString font, "Y: DrawString font, "Z: Multi-touch Gestures XNA provides a set of common gestures which you can program against in your game. Keeping the same project open, in your Game1 class, add these variables at the class level: Initialize line: Tap GestureType. DoubleTap GestureType. Hold GestureType. HorizontalDrag GestureType.
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VerticalDrag GestureType. FreeDrag GestureType. DragComplete GestureType. Pinch GestureType. PinchComplete GestureType. Flick; Before executing code to respond to specific gestures, you need to check to see if any touch gestures are actually available. To support the tap gesture, add the following block of code inside the switch statement: Red; break; DoubleTap To trigger this gesture, the user must tap the screen twice in quick succession. Orange; break; Hold This works similar to the single tap, except you touch the screen for approximately one second before releasing or moving your finger.
Yellow; break; HorizontalDrag 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. Add the following code to support the HorizontalDrag gesture. Blue; break; VerticalDrag 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.
Add this block of code to support the VerticalDrag gesture. Learn More Got it! Sign In. Contents Bookmarks. Installing Windows Phone Developer Tools. Deploying your game on an emulator or device. Getting familiar with orientation. Using DrawableComponent and GameServices. Playing with Windows Phone Touch and Sensors. Taking your touch application to the next level. Creating a Touch Directional Pad D-pad. Dragging and swiping objects.
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Controlling images with Multi-Touch control. Using accelerometer to make a ball move on your phone. Drawing the axes for a 2D game. Setting up the position, direction, and field of view of a fixed camera. Drawing the axes for a 3D game. Implementing a first-person shooter FPS camera in your game. Implementing a round rotating camera in a 3D game. Implementing a chase camera. Using culling to remove the unseen parts and texture mapping. Scaling an image. Creating a Simple Sprite Sheet animation in a 2D game. Creating a Complex Sprite Sheet animation in a 2D game.
Creating a text-based menu the easiest menu to create. Creating an image-based menu. Creating a 3D model-based menu. Creating a progress bar for game content loading and value status.
Touch input on Windows in XNA Game Studio – Shawn Hargreaves Blog
Creating buttons in your game. Creating a listbox to speed up your information management in a game. Creating a text input control to communicate with others in a game. Content Processing. The architecture and flow of content processing. Creating a custom importer and processor for your text. Processing XML files.
Manipulating the extracted information from an image in the content pipeline. Extracting BoundingSphere and BoundingBox information from models. Entering the Exciting World of 3D Models. Controlling a model with the help of trackball rotation. Translating the model in world coordinates. Scaling a model. Viewing the model hierarchy information.
Highlighting individual meshes of a model. Implementing a rigid model animation. Creating a terrain with texture mapping. Customizing vertex formats. Calculating the normal vectors from a model vertex. Simulating an ocean on your CPU. Collision Detection. Detecting the intersection of line segments. Implementing per pixel collision detection in a 2D game. Implementing BoundingBox collision detection in a 3D game.
Implementing BoundingSphere collision detection in a 3D game. Implementing ray-triangle collision detection. Mapping a tapped location to 3D. Implementing sphere-triangle collision detection.