与众不同 windows phone (1) - Hello Windows Phone

原文:与众不同 windows phone (1) - Hello Windows Phone

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与众不同 windows phone (1) - Hello Windows Phone

作者:webabcd

介绍
与众不同 windows phone 7.5 (sdk 7.1)

  • 使用 Silverlight 开发 Windows Phone 应用程序
  • 使用 XNA 开发 Windows Phone 应用程序
  • 使用 Silverlight 和 XNA 组合开发 Windows Phone 应用程序(在 Silverlight 中融入 XNA)

示例
1、使用 Silverlight 开发 Windows Phone App 的 Demo
MainPage.xaml

<phone:PhoneApplicationPage
x:Class="Silverlight.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d" d:DesignWidth="480" d:DesignHeight="768"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True"> <StackPanel>
<!--按钮-->
<Button Name="btn" Content="hello webabcd" />
</StackPanel> </phone:PhoneApplicationPage>

MainPage.xaml.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls; namespace Silverlight
{
public partial class MainPage : PhoneApplicationPage
{
public MainPage()
{
InitializeComponent(); this.Loaded += new RoutedEventHandler(MainPage_Loaded);
} void MainPage_Loaded(object sender, RoutedEventArgs e)
{
// 弹出 MessageBox 信息
btn.Click += delegate { MessageBox.Show("hello webabcd"); };
}
}
}

2、使用 XNA 开发 Windows Phone App 的 Demo
Game1.cs

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media; namespace XNA
{
// 启动时先 Initialize,再 LoadContent,退出时 UnloadContent
public class Game1 : Microsoft.Xna.Framework.Game
{
// 图形设备(显卡)管理器,XNA 在游戏窗口上做的所有事情都要通过此对象
GraphicsDeviceManager graphics; // 精灵绘制器
SpriteBatch spriteBatch; // 2D 纹理对象
Texture2D sprite; public Game1()
{
graphics = new GraphicsDeviceManager(this); // 指定游戏窗口的宽和高,不设置的话会花屏
graphics.PreferredBackBufferWidth = this.Window.ClientBounds.Width;
graphics.PreferredBackBufferHeight = this.Window.ClientBounds.Height; Content.RootDirectory = "Content"; // 两次绘制的间隔时间,本例为每 1/30 秒绘制一次,即帧率为 30 fps。此属性默认值为 60 fps
TargetElapsedTime = TimeSpan.FromSeconds(1f / ); // 当禁止在锁屏状态下运行应用程序空闲检测(默认是开启的)时,将此属性设置为 1 秒钟,可减少锁屏启动应用程序时的耗电量。此属性默认值为 0.02 秒
InactiveSleepTime = TimeSpan.FromSeconds();
} /// <summary>
/// 游戏运行前的一些初始化工作
/// </summary>
protected override void Initialize()
{
base.Initialize();
} /// <summary>
/// 加载游戏所需用到的资源,如图像和音效等
/// </summary>
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice); // 将图片 Image/Son 加载到 Texture2D 对象中
sprite = Content.Load<Texture2D>("Image/Son");
} /// <summary>
/// 手工释放对象,游戏退出时会自动调用此方法
/// 注:XNA 会自动进行垃圾回收
/// </summary>
protected override void UnloadContent()
{ } /// <summary>
/// Draw 之前的逻辑计算
/// </summary>
/// <param name="gameTime">游戏的当前时间对象</param>
protected override void Update(GameTime gameTime)
{
// 用户按返回键则退出应用程序
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit(); base.Update(gameTime);
} /// <summary>
/// 在游戏窗口上进行绘制
/// </summary>
/// <param name="gameTime">游戏的当前时间对象</param>
protected override void Draw(GameTime gameTime)
{
// 清除游戏窗口上的所有对象,然后以 CornflowerBlue 颜色作为背景
GraphicsDevice.Clear(Color.CornflowerBlue); // SpriteBatch.Draw() - 用于绘制图像,其应在 SpriteBatch.Begin() 和 SpriteBatch.End() 之间调用
spriteBatch.Begin();
spriteBatch.Draw(sprite, new Vector2((this.Window.ClientBounds.Width - sprite.Width) / , (this.Window.ClientBounds.Height - sprite.Height) / ), Color.White);
spriteBatch.End(); base.Draw(gameTime);
}
}
}

3、使用 Silverlight 和 XNA 组合开发 Windows Phone App 的 Demo(在 Silverlight 中融入 XNA)
GamePage.xaml

<phone:PhoneApplicationPage
x:Class="Combine.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
mc:Ignorable="d" d:DesignHeight="800" d:DesignWidth="480"
shell:SystemTray.IsVisible="False"> <StackPanel Orientation="Vertical"> <!--
4 个按钮,用于控制 sprite 的 上/下/左/右 移动
--> <Button Name="btnUp" Content="上" Click="btnUp_Click" />
<Button Name="btnDown" Content="下" Click="btnDown_Click" />
<Button Name="btnLeft" Content="左" Click="btnLeft_Click" />
<Button Name="btnRight" Content="右" Click="btnRight_Click" />
</StackPanel> </phone:PhoneApplicationPage>

AppServiceProvider.cs

using System;
using System.Collections.Generic; namespace Combine
{
/// <summary>
/// Implements IServiceProvider for the application. This type is exposed through the App.Services
/// property and can be used for ContentManagers or other types that need access to an IServiceProvider.
/// </summary>
public class AppServiceProvider : IServiceProvider
{
// A map of service type to the services themselves
private readonly Dictionary<Type, object> services = new Dictionary<Type, object>(); /// <summary>
/// Adds a new service to the service provider.
/// </summary>
/// <param name="serviceType">The type of service to add.</param>
/// <param name="service">The service object itself.</param>
public void AddService(Type serviceType, object service)
{
// Validate the input
if (serviceType == null)
throw new ArgumentNullException("serviceType");
if (service == null)
throw new ArgumentNullException("service");
if (!serviceType.IsAssignableFrom(service.GetType()))
throw new ArgumentException("service does not match the specified serviceType"); // Add the service to the dictionary
services.Add(serviceType, service);
} /// <summary>
/// Gets a service from the service provider.
/// </summary>
/// <param name="serviceType">The type of service to retrieve.</param>
/// <returns>The service object registered for the specified type..</returns>
public object GetService(Type serviceType)
{
// Validate the input
if (serviceType == null)
throw new ArgumentNullException("serviceType"); // Retrieve the service from the dictionary
return services[serviceType];
} /// <summary>
/// Removes a service from the service provider.
/// </summary>
/// <param name="serviceType">The type of service to remove.</param>
public void RemoveService(Type serviceType)
{
// Validate the input
if (serviceType == null)
throw new ArgumentNullException("serviceType"); // Remove the service from the dictionary
services.Remove(serviceType);
}
}
}

GamePage.xaml.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics; namespace Combine
{
public partial class GamePage : PhoneApplicationPage
{
// 以 XNA 的方式加载资源
ContentManager contentManager;
// 计时器
GameTimer timer;
// 精灵绘制器
SpriteBatch spriteBatch;
// 2D 纹理对象
Texture2D sprite; // silverlight 元素绘制器
UIElementRenderer elementRenderer; // sprite 的位置信息
Vector2 position = Vector2.Zero; public GamePage()
{
InitializeComponent(); // 获取 ContentManager 对象
contentManager = (Application.Current as App).Content; // 指定计时器每 1/30 秒执行一次,即帧率为 30 fps
timer = new GameTimer();
timer.UpdateInterval = TimeSpan.FromTicks();
timer.Update += OnUpdate;
timer.Draw += OnDraw; // 当 silverlight 可视树发生改变时
LayoutUpdated += new EventHandler(GamePage_LayoutUpdated);
} protected override void OnNavigatedTo(NavigationEventArgs e)
{
// 指示显示设备需要同时支持 silverlight 和 XNA
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); // 实例化精灵绘制器
spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); // 将图片 Image/Son 加载到 Texture2D 对象中
if (sprite == null)
{
sprite = contentManager.Load<Texture2D>("Image/Son");
} // 启动计时器
timer.Start(); base.OnNavigatedTo(e);
} void GamePage_LayoutUpdated(object sender, EventArgs e)
{
// 指定窗口的宽和高
if ((ActualWidth > ) && (ActualHeight > ))
{
SharedGraphicsDeviceManager.Current.PreferredBackBufferWidth = (int)ActualWidth;
SharedGraphicsDeviceManager.Current.PreferredBackBufferHeight = (int)ActualHeight;
} // 实例化 silverlight 元素绘制器
if (elementRenderer == null)
{
elementRenderer = new UIElementRenderer(this, (int)ActualWidth, (int)ActualHeight);
}
} protected override void OnNavigatedFrom(NavigationEventArgs e)
{
// 停止计时器
timer.Stop(); // 指示显示设备关闭对 XNA 的支持
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false); base.OnNavigatedFrom(e);
} /// <summary>
/// Draw 之前的逻辑计算
/// </summary>
private void OnUpdate(object sender, GameTimerEventArgs e)
{ } /// <summary>
/// 在窗口上进行绘制
/// </summary>
private void OnDraw(object sender, GameTimerEventArgs e)
{
// 清除窗口上的所有对象,然后以 CornflowerBlue 颜色作为背景
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black); // 呈现 silverlight 元素到缓冲区
elementRenderer.Render(); spriteBatch.Begin();
// 绘制 silverlight 元素
spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Color.White);
// 绘制 sprite 对象
spriteBatch.Draw(sprite, position, Color.White);
spriteBatch.End();
} private void btnUp_Click(object sender, RoutedEventArgs e)
{
position.Y--;
} private void btnDown_Click(object sender, RoutedEventArgs e)
{
position.Y++;
} private void btnLeft_Click(object sender, RoutedEventArgs e)
{
position.X--;
} private void btnRight_Click(object sender, RoutedEventArgs e)
{
position.X++;
}
}
}

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