Difference between revisions of "Monogame Overview"

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[http://msdn.microsoft.com/en-us/library/ff827897.aspx Introduction to XNA Game Studio 4.0]
 
[http://msdn.microsoft.com/en-us/library/ff827897.aspx Introduction to XNA Game Studio 4.0]
  
==Basic XNA Game Structure==
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==Basic Monogame Game Structure==
 
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[[Image:XNAGame1UML.PNG]]
 
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Latest revision as of 15:01, 28 July 2016

Why Monogame?

DirectX is Hard.

Introduction to XNA Game Studio 4.0

Basic Monogame Game Structure

XNAGame1UML.PNG

The Game class in XNA has many default methods tha tare used to help define a structure for the game. Most XNA Game Components will inherit from this class

Game Methods

XNA's base class.

Constructor()

Instantiates objects from classes. New instances of a class are created with the keyword new.

Initialize()

Initializes all variables. Assigns static variables a value.

LoadGraphicsContent()

Loads code and images to the memory of the graphics card.

UnloadGraphicsContent()

Clear the memory of the graphics card.

Game loop

Update()

Updates game logic – Move, input, score, network, sound. Guarenteed to be called on every iteration

Draw()

Draws to the screen - May not be called every loop. Should be short and exit quickly


Default Game Class

#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion

namespace WindowsGameDemo
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
            }

            // TODO: Load any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent)
            {
                // TODO: Unload any ResourceManagementMode.Automatic content
                content.Unload();
            }

            // TODO: Unload any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}

Hello Monogame with texture

Simple xna project that draws a pacman sprite

  • Start a new Monogame Project

Add two variable declarations at the top of the class

            
            Texture2D PacMan;
            Vector2 PacManLoc;

In the LoadContent Function add the following code to initialize the two variables declared above

        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            //load PacMan image
            PacMan = Content.Load<texture2d>("pacmanSingle");
            //Center PacMan image
            PacManLoc = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);
        }
  • Add the following code to the Draw Method to Draw the texture
	protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(PacMan, PacManLoc, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }

pacman image is availble here: PacmanSingle.png


the full game1.cs file should look like

[http://brookfield.rice.iit.edu/jmeyers/gbrowser.php?file=/ITM496-595/ClassSource/Projects/IntroSimpleSpriteWindows/IntroSimpleSpriteWindows/Game1.cs IntroSimpleSpriteWindows/Game1.cs]

the build of the game will look like IntroSimpleSpriteWindows.png

Demo With SpriteFont

Let's add update

Simple 2D texture example with update

Lets Add two more members to the Game1 class

Vector2 PacManLoc, PacManDir;   //Loaction and Direction for PacManfloat PacManSpeed;              //speed for the PacMan Sprite

Then we'll add code to the update method

            // TODO: Add your update logic here
            //Elapsed time since last update
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;


            //Turn PacMan Around if it hits the edge of the screen
            if ( (PacManLoc.X > graphics.GraphicsDevice.Viewport.Width - PacMan.Width)
                || (PacManLoc.X < 0 )
               )
            {
                PacManDir = Vector2.Negate(PacManDir);
            }

            //Move PacMan
            //Simple move Moves PacMac by PacManDiv on every update
            //PacManLoc = PacManLoc + PacManDir;

            //Time corrected move. MOves PacMan By PacManDiv every Second
            PacManLoc = PacManLoc + ((PacManDir * PacManSpeed) * (time/1000));      //Simple Move PacMan by PacManDir

GameTime

FrameRate and GameTime

KeyBoard Demo?

Windows Phone Demo with Accelerometer and Touch Input