Making the Zune HD Sparkle with XNA Game Studio 3.1 – Part 2
Introduction
This is part two of a two-part tutorial dealing with touch and accelerometer input on the Zune HD. It’s assumed that readers have already read the first part, which provides a full discussion of building the application to this point, including required prerequisites. If you haven’t read it already, see Making the Zune HD Sparkle with XNA Game Studio 3.1 – Part 1.
This part of the tutorial adds a number of GUI elements to the application, making it more complete by adding an instruction screen and a menu to manipulate the behavior of the display.
This article explores using XNA Game Studio to access the two primary forms of user input on the Zune HD: the multitouch screen, and the accelerometer. We’ll do this by building a small demo that allows the user to create sparkles by touching the screen, and to move them around by tilting the device.