Exit ; turtle. Update scalingFactor, map, spriteBatch, font ; base. Improve this question. The way i tested it was when the sprite moved onto that tile, my WinForm will change color.
Add a comment. Active Oldest Votes. Improve this answer. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Stack Gives Back Safety in numbers: crowdsourcing data on nefarious IP addresses. Featured on Meta. New post summary designs on greatest hits now, everywhere else eventually. Fixed cube geometry to use XNA's clockwise winding order.
Refactored shader update code into a single UpdateEffect method. This method now calculates all required matrices, updates required shader parameters, binds textures, and selects the current shader technique. Consolidated input handling into 2 new methods: ProcessKeyboard and ProcessMouse. Added text rendering support. Added DrawText method. Added DrawCube method.
Added a simple frame rate counter. Updated solution so that Content is no longer copied to the output directory. Space Shooter games like Galaxian, Galaga, Zaxxon, and even Space Invaders teach about patterns, speed of movement, scrolling backgrounds and more. These are just some of the more simple ones, but even these have a lot more hidden complexity to them than you realize until you try to build one. Just imagine what goes into building the next World of Warcraft clone.
The message here is that there's a lot to learn from the classics. Don't be too proud to take a look at what others have done before you and learn from it. Also, keep in mind that any of the tutorials and starter kits written for XNA should work with little or no modification in MonoGame. There's a wealth of information out there just waiting for you to tap into it. My Subscriber Account Advertise Write. Training Home State of.
Staffing Home Looking for Staff? Looking for Work? Contact Us. Dark Kimbie. Published in:. Getting Started With MonoGame In this section, you'll learn what you need to download to set up your development environment for using MonoGame on the supported platforms.
The version you need to download and install depends on your operating system. If you're running Windows 8, get Express for Windows and if you're running an earlier operating system, like Windows 7, get Express for Windows Desktop.
MonoGame: Grab the latest release currently 3. You can find this at www. You'll learn more about how to use this tool in the first project. The best place to get it is at www. The current version is Mono 2. Android: Follow the steps for Windows, above. It serves as a loader for your Game class. All of your game logic goes here.
Dissecting Your First Project Once you have the game project running, it's time to take a look at the various parts that are in play. Within the Game class, you'll see a couple of objects that have already been defined for you: GraphicsDeviceManager: Located in the Microsoft. Framework namespace, this is an abstraction of the graphics hardware that your game is running on top of, allowing you to focus on your game logic instead of spending time writing low-level drivers for specific hardware features.
SpriteBatch: Located in the Microsoft. Graphics namespace, the SpriteBatch class is used to bundle together multiple draw calls into a single unit of work to be sent to the GPU Graphics Processing Unit of the device.
This is much more efficient than sending draw commands individually, resulting in a higher and therefore smoother frame rate. Figure 3 : The Game Loop Of course, it's also possible for your game to run slower if you have a lot of intense calculations in your Update method, or you're trying to put too many things on the screen at once in your Draw method.
The following methods make up the remainder of the Game class: Initialize : This method is used for things like querying for external services, checking for the presence of devices and sensors, loading non-graphical content such as tile-map data, etc. If you have any Drawable Game Components that require initialization, the base. Initialize call at the bottom of this method enumerates through all of those as well.
LoadContent : This method, which is called directly by the Initialize method just before the game loop starts, is where you load things like game art, spritefonts, music, 3D models, XML data, and anything else that has been processed by the Content Pipeline. Graphics are loaded into your graphics device memory, and so this method is also called anytime game content needs to be reloaded, such as when the graphics device is reset.
Update : This is where your game does most of its thinking. Everything from updating object coordinates, rotation, physics, game timing, animation loops, pathfinding, or other forms of artificial intelligence AI , checking for player input, reading GPS or other sensor data, and anything else that manipulates the game state goes into this method. Inside the Update method, you can see an example of how to listen for player input.
If either input is detected, the Exit method is called and the game ends. GetState PlayerIndex. Pressed Keyboard. IsKeyDown Keys. Draw : The Draw method is where you place calls to draw on-screen. Just as the Update method above is responsible for managing and manipulating the state of your game objects, the Draw method then uses that information to know where and how to draw the object on-screen.
Inside the Draw method, there are three lines to pay attention to. The first line clears the screen and sets it to a cornflower blue. You can change this to any supported color by using the Color enumeration.
The second line tells you where to add your drawing code, and the third line makes a call to the base. Draw method, which in turn calls the Draw method of any Drawable Game Components you have registered. Clear Color. One thing to keep in mind is that items are drawn on screen in the order they are listed in your code, which explains why you want to clear the screen first every frame, before drawing anything else.
UnloadContent : Just like the LoadContent method, this is called in the event of a graphics device reset and is where you unload all content from the device memory. This is used to prevent the accumulation of items in the graphics memory, which can eventually cause an out-of-memory exception if not managed properly.
Modifying the Game Project Since you already have an active game project, it's time to add some code to it. Drawing Text It's pretty easy to put an image of some static text on the screen and I'll handle drawing images shortly , but if you want to draw text on your screen programmatically, you need a SpriteFont. There are a few values to pay attention to here: FontName is the name of the font you will be compiling, and must be installed locally on whatever computer you're developing with.
The name must match the name of the font exactly, or the compiler won't be able to find it. Size is the fixed font size that you will render to. SpriteFonts cannot be resized like traditional fonts, so if you need multiple sizes of the same font, you must generate multiple SpriteFonts one of each size for use in your game.
Follow these steps for the best results: In the Solution Explorer window of Visual Studio, right-click the Content folder in your project, select Add Existing Item , and select your. Set the Build Action property to Content. Set the Copy to Output Directory property to Copy if newer.
To use your SpriteFont to display text onscreen, you'll need to add some code. Draw gameTime : spriteBatch. Begin ; spriteBatch. Black ; spriteBatch. Figure 5 : Your game, in glorious Cornflower Blue Next, you'll use the Update method to move your text around onscreen. Moving Text In order to move your text around, you'll create some variables to store the screen position of the text and the speed at which you wish to move it.
The last step is to look in the Draw method and change your DrawString method to use your new textXY variable, instead of the hardcoded 0,0 values, like so: spriteBatch. Black ; With that, you're done with this set of changes, and your Game class should look like Listing 1. Listing 1: The Game class, with moving text. Generic; using Microsoft. Framework; using Microsoft.
Content; using Microsoft. Graphics; using Microsoft. Input; using Microsoft. Storage; using Microsoft. End ; base. Figure 6: SoccerBall. Add the following line to the Draw method, inside the spriteBatch block: spriteBatch. Draw soccerball, new Vector2 50,50 , Color. Take a look at this method signature: SpriteBatch. Draw Texture2D texture, Vector2 position, Rectangle? Draw method to look like this: spriteBatch.
Draw soccerball, new Vector2 , , null, Color. White, rotation, origin, scale, SpriteEffects. None, 0. Listing 2: The Game class, revisited, now with rotating image. Draw soccerball, new Vector2 50,50 , null, Color.
In the next section, you'll learn how to check for and respond to input from your players. Responding to Input The final thing to cover in this article is what makes the difference between a game, and the world's most boring screensaver: the ability for your player s to provide input and see a direct effect in your game.
This piece of code checks to see if the Back button on the game controller being used by player one there's support for up to four players locally is pressed: GamePad.
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