Windows Mobile Game Development Building Games for the Windows Phone and Other Mobile Devices

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1 Windows Mobile Game Development Building Games for the Windows Phone and Other Mobile Devices Adam Dawes i

2 Windows Mobile Game Development: Building Games for the Windows Phone and Other Mobile Devices Copyright 2010 by Adam Dawes All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. ISBN-13 (pbk): ISBN-13 (electronic): Printed and bound in the United States of America Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Publisher and President: Paul Manning Lead Editor: Jonathan Hassell Technical Reviewer: Don Sorcinelli Editorial Board: Clay Andres, Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Jonathan Gennick, Jonathan Hassell, Michelle Lowman, Matthew Moodie, Duncan Parkes, Jeffrey Pepper, Frank Pohlmann, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Matt Wade, Tom Welsh Coordinating Editor: Debra Kelly Copy Editor: Heather Lang Compositor: MacPS, LLC. Indexer: BIM Indexing & Proofreading Services Artist: April Milne Cover Designer: Anna Ishchenko Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY Phone SPRINGER, fax , orders-ny@springer-sbm.com, or visit For information on translations, please rights@apress.com, or visit Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. ebook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales ebook Licensing web page at The information in this book is distributed on an as is basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. The source code for this book is available to readers at ii

3 For Ritu and Kieran iii

4 Contents at a Glance Contents at a Glance...iv Contents...v About the Author... xv About the Technical Reviewer... xvi Acknowledgments... xvii Introduction... xviii Part 1: Windows Mobile Development...1 Chapter 1: Windows Mobile and.net...3 Chapter 2: Mastering the User Interface...29 Part 2: Creating Games...49 Chapter 3: GDI Graphics...51 Chapter 4: Taming the Device with the Game Engine...77 Chapter 5: Timing to Perfection Chapter 6: Exploring User Input Chapter 7: Sounding Out with Game Audio Chapter 8: Game in Focus: GemDrops Chapter 9: Common Game Components Part 3: OpenGL ES Graphics Chapter 10: A New Window on the World with OpenGL ES Chapter 11: Creating 2D Games with OpenGL Chapter 12: The Ins and Outs of the Third Dimension Chapter 13: Further OpenGL Features and Techniques Part 4: Distribution Chapter 14: Distributing Your Game Index iv

5 Contents Contents at a Glance...iv Contents...v About the Author... xv About the Technical Reviewer... xvi Acknowledgments... xvii Introduction... xviii Part 1: Windows Mobile Development...1 Chapter 1: Windows Mobile and.net...3 Looking Closely at.net for Windows Mobile... 4 Language Choices...4 The.NET Runtime Libraries...5 IDE Features...5 Preparing for Windows Mobile Development Challenges... 6 Numerous Windows Mobile Versions and Editions...6 Hardware Considerations...8 Using Visual Studio for Windows Mobile Development Installing Visual Studio...10 Creating a Windows Mobile Project...11 Designing a Form...14 Running the Application...16 Working with the Emulators...18 Targeting Different Platforms...19 Running on a Real Device...20 Debugging...22 Getting Help...24 v

6 Windows Mobile Game Development Suitable Games...25 Graphics APIs...25 Technologies Used in This book...27 Welcome to the World of Windows Mobile Development Chapter 2: Mastering the User Interface...29 Developing for Touch Screen and Smart Phone Devices The User Interface Controls Forms...31 Labels...35 Buttons...35 Menu Bars...36 Context Menus...39 Timers...40 File Dialog Controls...42 Input Panels...43 Capturing Camera Images...45 The Busy Cursor On with the Game Part 2: Creating Games...49 Chapter 3: GDI Graphics...51 All About GDI Let s Paint...51 Invalidating a Form...53 The Drawing Coordinate System...53 Colors...53 Pens and Brushes...55 Drawing Lines...56 Drawing Polygons...57 Drawing Rectangles...59 Drawing Ellipses...59 Working with Pixels...60 vi

7 Displaying Text...60 Clearing the Background...63 Painting in Action...63 Bitmaps...64 Creating Bitmaps Using Graphics Primitives...64 Creating Bitmaps from Predrawn Graphics...65 Painting Bitmaps to the Screen...69 Bitmaps in Action...72 Smooth Animation Getting the Most From GDI Chapter 4: Taming the Device with the Game Engine...77 Designing the Game Engine Implementing the Engine CGameEngineBase...79 CGameObjectBase...85 CGameObjectGDIBase...87 CGameEngineGDIBase...88 CGameFunctions...90 Using the Game Engine Creating the Bounce Example Game...91 Optimizing Rendering Adding, Updating, and Deleting Objects Forcing a Repaint Performance Impact Other Engine Features Interacting with the Device Checking Device Capabilities Future Enhancements Next Steps Chapter 5: Timing to Perfection Affirming the Need for Consistent Timing Processor Speed vii

8 Graphics Performance Multitasking Processing and Graphical Complexity Development Mode vs. Released Code Overcoming Performance Inconsistencies Fixed Interval Updates Dynamic Update Intervals Interpolated Updates Using an External Timer DateTime.Now Environment.TickCount The High-Performance Timer Timing in the Game Engine Initializing and Interrogating the Timer Changes to the Interpolation-Based Functions Changes to the Noninterpolation Functions Using the Game Engine Let s Bounce Again Chapter 6: Exploring User Input Touch Screen Input Touch Screen Events Selecting, Dragging, and Swiping Adding Context Menus Using Finger-Friendly Input Using Multitouch Input? Using Button and Keyboard Input Button and Keyboard Events Reading the Keyboard State Input from the SIP Choosing the Keyboard Input Method Reading From an Accelerometer Initializing the Accelerometer viii

9 Reading Data from the Accelerometer Detecting the Presence of a Supported Accelerometer Supporting Devices With No Accelerometer Considering Input Design Chapter 7: Sounding Out with Game Audio Understanding Sound File Types Exploring the Available Sound APIs Using the Sound APIs PlaySound System.Media.SoundPlayer AygShell Sound Functions BASS.dll Adding Support for Sounds to the Game Engine Choosing a Sound API Make Some Noise Chapter 8: Game in Focus: GemDrops Designing the Game Creating the GemDrops Design Brief Conceptualizing the Game Controls Choosing the Sound Effects Outlining the Minimum Requirements Writing the Game Creating the Project Creating the Game Form Preparing the Game Creating the Gem Game Object Resetting the Game Pausing the Game Displaying the Player Gems Updating the Player s Gems Adding Player Control Removing Gems from the Board ix

10 Creating Score Objects Finishing Up Chapter 9: Common Game Components Managing Game Settings Using the Settings Class Understanding How the CSettings Class Works Replacing the MessageBox Using the MessageBox Class Understanding How the CMessageBox Class Works Creating a High Score Table Using the High Score Class Understanding How the CHighScores Class Works Creating an About Box Using the About Box Class Understanding How the CAboutBox Class Works Using Common Game Components Part 3: OpenGL ES Graphics Chapter 10: A New Window on the World with OpenGL ES Preparing to Use OpenGL Hardware Support Language Support Understanding the OpenGL Features Rendering in 3D Using OpenGL in Visual Studio.NET Calling OpenGL from Managed Languages Understanding OpenGL s Rendering Approach Considering the Hardware Capabilities and Limitations Closing OpenGL Applications Creating an OpenGL Program Configuring the Project Creating the OpenGL Environment Initializing OpenGL x

11 Rendering Graphics in OpenGL Adding Form Functions Terminating OpenGL Running the Program Adding Some Sparkle Using Matrix Transformations Setting the Identity Matrix Applying Translation Transformations Applying Rotation Transformations Applying Scaling Transformations Applying Multiple Transformations Specifying Vertex Positions Pushing and Popping the Matrix Practicing Matrix Transformations with Example Projects Drawing Functions Drawing Points Drawing Lines Drawing Triangles Using Texture Mapping Loading Graphics Rendering with Textures Specifying Texture Coordinates Cleaning Up Using Transparency and Alpha Blending Applying Transparency Alpha Blending Alpha Blending with Textures Knowing the Available Blending Factors Understanding Orthographic Coordinate Systems Taking Control of OpenGL Chapter 11: Creating 2D Games with OpenGL Adding OpenGL to the Game Engine xi

12 Understanding the CGameEngineOpenGLBase Class Understanding the CGameObjectOpenGLBase Class Performing the Capabilities Check Creating the Game Form Using the OpenGL Game Engine Preparing the Balloons Game Setting up the Projection Matrix Rendering the Balloons Sorting the Balloons Playing the Game D Possibilities with OpenGL Chapter 12: The Ins and Outs of the Third Dimension Understanding Perspective Projection Understanding the Viewing Frustum Defining the Viewing Frustum in OpenGL Understanding the Depth Buffer Enabling the Depth Buffer Rendering Transparent Objects with the Depth Buffer Rendering 3D Objects Defining a 3D Object Removing Hidden Surfaces Using Indexed Triangles Lighting Your Projects Introducing the Lights and Materials Exploring the Types of Illumination Using Material Properties Exploring Light and Material Interaction Using Multiple Lights Reusing Lights Exploring the Types of Light Source Calculating Light Reflections in OpenGL Adding Light to the Game Engine xii

13 Calculating Normals Programmatically Using Normals with Scaled Objects Mastering the 3D World Chapter 13: Further OpenGL Features and Techniques Importing Geometry Introducing SketchUp Using the.0bj File Format Importing Geometry into the Game Engine Moving the Camera Positioning the Camera Adding Camera Objects to the Game Engine Lights, Camera, Action! Optimizing the Camera Calculation Cameras and the Projection Matrix Rendering Fog Adding Fog Support to the Game Engine Using Fog Working with Billboards Rendering Billboards Adding Billboard Support to the Game Engine Learning More about OpenGL ES Part 4: Distribution Chapter 14: Distributing Your Game Preparing a Game for Distribution Settings the Assembly Properties Project Versioning Creating an Icon Building Distribution Packages Switching into Release Mode Creating the Setup Project Adding the Setup Project s Files Creating a Programs Menu Shortcut xiii

14 Building the CAB File Selling Games Creating Evaluation Applications Upgrading to Full Versions Using Windows Marketplace for Mobile Minimizing Piracy Implementing Reverse Engineering Obfuscating with Dotfuscator Community Edition Using Advanced Obfuscation Adding Obfuscated Files to CAB Setup Projects Releasing New Versions of Your Game Promoting Your Game Go Create! Index xiv

15 About the Author Photograph copyright Dave Parker, 2009 Adam Dawes is a software developer and systems architect working at a cuttingedge online service development company. He has been a compulsive programmer since the age of four, when he was first introduced to a monochrome Commodore PET. The love affair has continued through three subsequent decades, flourishing through the days of the 8-bit dinosaurs to today s era of multicore processors and pocket supercomputers. A constant for all of this time has been Adam s fondness for computer games. From the very first time Nightmare Park displayed its devious maze of pathways in green symbols back in 1980, he has been a game player across a variety of genres and styles. These days, he spends his spare time playing the latest 3D titles on his PC or enjoying some of the classics in his stand-up arcade machine or sit-in cockpit driving cabinet. Creating his own games has always been a hobby, and while he has no intention of becoming part of the professional games industry, he has a lot of fun developing his own titles nonetheless. Adam lives with his wife, Ritu, and son, Kieran, in the southeast of England. His web site is at (and all of his finished projects can be downloaded there), and he can be ed at adam@adamdawes.com. He would particularly like to see the results of your own game development projects. xv

16 About the Technical Reviewer Don Sorcinelli has been involved with planning, developing, and deploying enterprise applications for more than 15 years. His involvement in these processes expanded to include the PDA platforms starting in the late 1990s. He is currently a Mobility Consultant for Enterprise Mobile in Watertown, MA, where he works regularly with large enterprises on all aspects of mobility, including the design and development of Windows Mobile line of business applications. Don frequently presents on Windows Mobile topics for users, developers, and IT professionals. As a result, he was awarded Most Valuable Professional status for Windows Mobile Devices by Microsoft Corporation in January 2004 for his work with the Windows Mobile community. Don currently is co-manager of the Boston/New England Windows Mobile User and Developer Group, and webmaster of BostonPocketPC.com ( He can be contacted at donsorcinelli@bostonpocketpc.com. xvi

17 Acknowledgments I must start by thanking my parents for all of the opportunities they gave me when I was growing up and for encouraging my computer habit from a very young age. Thank you to everyone at Apress for your assistance in getting this book written and delivered, in particular to Mark Beckner for allowing me the opportunity in the first place and to Debra Kelly for her tireless assistance and encouragement. And finally, of course, huge thanks to my wife, Ritu, and my son, Kieran, for tolerating me shutting myself in my study and writing every evening and weekend I'll be spending much more time with you both now; I promise! xvii

18 Introduction Goal of This Book Gaming on the move has become very popular over recent years. With the arrival of the Nintendo Gameboy, people realized that they could take their games with them, and as technology has become more sophisticated these games have grown too, encompassing complex game mechanics, advanced 2D and 3D graphics, and engrossing stories and game worlds that the player can literally become lost within. Alongside these game improvements is the explosion in popularity of mobile communication devices. Nearly everyone carries a phone with every time they leave the house. These devices have become much more than just phones however; they provide contact management, , Web browsing, satellite navigation, and entertainment. Writing games for mobile devices allows both of these trends to be brought together into the same place. It is very easy for people to pick up and play games on mobile devices, as they always have the devices in their pockets. Whether they are progressing through a sprawling role-playing game on a train or simply want a few minutes casual diversion waiting for an appointment, mobile gaming can provide. This book aims to bring you the knowledge and techniques that you will need to create your own games for Windows Mobile and Windows Phone classic devices. Starting with the basics of the platform and its development environment and progressing through to advanced topics such as 3D graphics, this book will guide you step by step toward creating a simple and manageable environment into which you can write your own mobile games and distribute them to the world for fun or profit. Example projects are provided to demonstrate all of the techniques discussed, and are ideal as a basis for experimentation. It can be difficult to cater for the diversity of hardware available running Windows Mobile. This book will show you how to create games that work on the largest possible array of devices, catering for different screen resolutions, devices with and without touch screens, and accommodating all sorts of other hardware capabilities that your games may need to work with. Who This Book Is For This book is written for those who are already familiar with programming one of the two main managed Visual Studio languages, C# or Visual Basic.NET. It is assumed that you already have a grasp of the fundamentals of programming and are familiar with using the environment for PC-based application development. This book is not an introduction to programming or to Visual Studio itself. You will, however, be given a complete guide to setting up the development environment for Windows Mobile programming, getting your first programs to compile, and interactively debugging your games as they run either on the Windows Mobile emulators included with Visual Studio or on a real device. To develop software for your device, you will need access to either Visual Studio 2005 Standard or Visual Studio 2008 Professional. While many of the projects in this book can be developed using the Windows Mobile emulators, I strongly recommended that you do have access to a real device to test your games. xviii

19 For developing games using OpenGL, as discussed toward the end of the book, you will need a device that has OpenGL hardware acceleration available, as no emulators currently offer this. Most recent devices do have OpenGL support check the Internet if you are unsure. The examples in this book are all written using C#, but the vast majority are capable of being converted to VB.NET without any problems. Tips and advice for VB.NET programmers are offered within the text, and workarounds are provided for the few cases where a direct VB.NET conversion is not available. Chapter Overview The following is a brief description of each chapter. The chapters tend to build on one another, so I recommend that you read them in sequence to avoid knowledge gaps in later chapters. Chapter 1 introduces Windows Mobile and using the Visual Studio development environment to create Windows Mobile games applications. It covers some of the different hardware configurations that you may need to work with and explains how to set up simple.net Compact Framework projects running against the emulators and hardware devices. Chapter 2 explores the user interface, explaining how to use forms and controls, menus, and timers as well as more specialized subjects such as capturing pictures using the camera. Chapter 3 introduces the first game development concepts, exploring the Graphics Device Interface (GDI) graphics system. While the GDI is fairly primitive in its abilities, it is still capable of producing interesting and playable games and works across all Windows Mobile devices, and the mechanisms for creating these are investigated. Chapter 4 starts to build a reusable game engine that will provide simplification for lots of the features that we need to use to make complex and flexible games. It provides a simple mechanism for creating lots of independent and interdependent objects within a game environment and optimizes the GDI rendering process to get games running as fast as possible. Chapter 5 shows how the timing of games can be made consistent across all devices, regardless of their speed, graphical capabilities, or processor load from other parts of the system. The speed of animation is made entirely predictable without any loss of flexibility or fluidity. Chapter 6 covers the subject of user input. All sorts of input devices are available on Windows Mobile devices, from touch screens and keyboards through to accelerometers, and all of these are explored in detail to show how they can be used to allow your games to be controlled. Chapter 7 turns up the volume and reveals the options for game audio, covering simple sound effects to MP3 and music playback. Everything you need to know about sound for your games can be found here. Chapter 8 combines everything that has been covered so far into a full working game called GemDrops. Featuring colorful graphics, a variety of control mechanisms for different device capabilities, screen resolution independence, sound effects and music, the whole game is built step by step to show how an actual game can be developed. Chapter 9 provides a series of reusable components that may be used in any game. A simple mechanism for loading and saving user settings, a message presentation window, a flexible high score table, and an application information page are all provided to allow you to focus on writing your game rather than having to reinvent these features yourself. Chapter 10 opens the door to the world of OpenGL for Embedded Systems (OpenGL ES) graphics programming. Beginning by exploring the concepts and mechanisms behind OpenGL ES and comparing and contrasting these to GDI, everything you need to initialize an OpenGL ES environment and present colorful texture-mapped graphics can be found here. Chapter 11 integrates the OpenGL ES features from Chapter 10 into the game engine, providing a series of reusable functions to simplify OpenGL ES game development. The focus of this chapter is using the game engine for 2D graphics, exploring the features that are opened up in this area by OpenGL ES beyond those provided by GDI. xix

20 Chapter 12 lifts up the OpenGL ES feature set into the third dimension, explaining how to create 3D game worlds. Subjects covered include perspective, the depth buffer, and lighting so that your scenes really come to life. Chapter 13 continues the exploration of OpenGL ES in the third dimension and introduces a number of useful new features to the game engine. These include importing 3D objects and third-party modeling packages, moving and manipulating the cameras within a game world, and applying fog to a 3D scene. Chapter 14 wraps up everything with tips and techniques for distributing your game to the world, covering subjects such as version control, creating installation packages, registration code systems, reverse engineering, and promotion of your game. xx

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