2012年6月4日星期一

与众不同 windows phone (1)

与众不同 windows phone (1)

[源码下载]


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:    ="http://schemas.microsoft.com/winfx/2006/xaml/presentation"    ="http://schemas.microsoft.com/winfx/2006/xaml"    ="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"    ="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"    ="http://schemas.microsoft.com/expression/blend/2008"    ="http://schemas.open    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 / 30);            // 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(1);        }        /// <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) / 2, (this.Window.ClientBounds.Height - sprite.Height) / 2), 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:    ="http://schemas.microsoft.com/winfx/2006/xaml/presentation"    ="http://schemas.microsoft.com/winfx/2006/xaml"    ="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"    ="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"    ="http://schemas.microsoft.com/expression/blend/2008"    ="http://schemas.open    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(333333);            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 > 0) && (ActualHeight > 0))            {                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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[源码下载]


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