Game Programming Class2

esse quam videri
Revision as of 14:32, 12 September 2016 by Jeff (talk | contribs) (Texture2D and SpriteBatches)
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  • Time corrected move bases on elapsed game time Monogame
  • Vector2 for direction with and without magnitude
  • Single responsibility principal for methods


  • Get samples from SVN and Git


free game fonts XNA Redistributable Font Pack

Fun with Fonts in XNA

note this font pack is now included in XNA 4

SVN Checkout

All of the examples for this class and the basic game library we wil be building is in our SVN repo this week we'll practice checking out a folder from the repo.


Repo for Fall 2016

Trunk : this contains all the old student work as well as my demos so you probably don't want this at least not quite yet

Just the Jeff folder

Demos Projects : this is the link to my demos in SVN



SNV checkout demo.

In the coming weeks we'll learn how to commit to the SNV. Until then all you need to know is how to checkout.

SVN ingnore git and GIT ignore SVN

Monogame Structures

Game Class

The MonogameGame class has two private properties

  • GraphicsDeviceManager graphics;
  • ContentManager content;
Graphics for windows and xbox are 60 fps. XBOx supports NTSC resolutions (480i, 480p, 720p, 1080i and 1080p 1080p is only on newer hdmi models).
//the game constuctor can be used to set some graphics settings.
graphics.PreferredBackBufferHeight = 768;
graphics.PreferredBackBufferWidth = 1024;
//graphics.PreferredBackBufferHeight = 1080;
//graphics.PreferredBackBufferWidth = 1920;
//graphics.IsFullScreen = true;
Graphics for Mobile Game is 30 fps and 480 x 800.
    // Frame rate is 30 fps by default for Windows Phone.  
    TargetElapsedTime = TimeSpan.FromTicks(333333);  
    // Pre-autoscale settings.  
    graphics.PreferredBackBufferWidth = 480;  
    graphics.PreferredBackBufferHeight = 800;

  1. Declare SpriteBatch spriteBatch;
  2. Initialize()
  3. LoadContent()
  4. UnloadContent()
  5. Update(GameTime gameTime)


FrameRate and GameTime

Time and Timespan

Example of update using GameTime to calculate elapsed time


Understanding GameTime We'll revisit game time when we talk about performance profiling.


  • Interesting Movement Monogame : Create a Monogame project the uses keyboard input to move a sprite. The movement should be more interesting than linear up, down, left right. There are several examples of this in the SimpleUpdateMovementWState project. The sprite movement should be time corrected and frame rate independant.
  • Gravity and or Jump with 2 sprites
    • Start with SimpleUpdateMovementWGravity or SimpleMovementJump
    • How many sprites can you draw?
    • Can they have different controls?
    • Can you use a class to make the code more organized?

Optional Reading

  • Read Chapter 2 in XNA 3.0
  • Read Chapter 4 in XNA 3.0 (yes we skipped 3 we'll come back)

Extra Bonus