与众不同 windows phone (1) - Hello Windows Phone
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 / 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: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(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++; } } }
OK
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