Game Programming Class2
Contents
Objectives
- Time corrected move bases on elapsed game time Monogame
- Vector2 for direction with and without magnitude
- Single responsibility principal for methods
Skills
- Get samples from SVN and Git
Fonts
free game fonts XNA Redistributable Font Pack
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.
Tools
- Ahnk SVN for Visual Studio http://visualstudiogallery.msdn.microsoft.com/E721D830-7664-4E02-8D03-933C3F1477F2
- TortoiseSVN http://tortoisesvn.net/
Repo for Spring 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
https://iam.colum.edu:8443/svn/GPMonogame3.5/trunk
Just the Jeff folder
https://iam.colum.edu:8443/svn/GPMonogame3.5/trunk/jeff
Demos Projects : this is the link to my demos in SVN
https://iam.colum.edu:8443/svn/GPMonogame3.5/trunk/jeff
tortoisesvn http://tortoisesvn.tigris.org/
ankhsvn http://ankhsvn.open.collab.net/
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
http://stackoverflow.com/questions/21156065/how-to-locally-ignore-git-and-gitignore-in-a-svn-repo
http://stackoverflow.com/questions/821895/exclude-svn-folders-within-git
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;
- Declare SpriteBatch spriteBatch;
- Initialize()
- LoadContent()
- UnloadContent()
- Update(GameTime gameTime)
GameTime
FrameRate and GameTime
Time and Timespan
Example of update using GameTime to calculate elapsed time
Demo
- SimpleUpdateMovement : move with Keyboard
- SimpleUpdateMovementWGravity: simple gravity moves sprite down
- SimpleUpdateMovementWState: better movement show different types with state selector
- SimpleMovementJump: Very simple Jump and Gravity
Understanding GameTime We'll revisit game time when we talk about performance profiling.
Texture2D and SpriteBatches
simple pacmac bouncing back and forth
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace GameUpdate
{
/// <summary>
/// This is the main type for your game.
/// </summar>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D PacMan;
Vector2 PacManLoc; //Pacman location
Vector2 PacManDir; //Pacman direction
float PacManSpeed; //speed for the PacMan Sprite in pixels per frame per second
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
//Change the frame fate to 30 Frames per second the default is 60fps
//TargetElapsedTime = TimeSpan.FromTicks(333333); // you may need to add using System; to get the TimeSpan function
}
/// <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>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
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
PacMan = Content.Load<Texture2D>("pacmanSingle");
//Center PacMan
PacManLoc = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2,
graphics.GraphicsDevice.Viewport.Height / 2); //Start with PacManLoc in the center of the screen
PacManDir = new Vector2(1, 0); //start moving left
PacManSpeed = 20; //initial pacman speed
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <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
//Elapsed time since last update will be used to correct movement speed
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 * PacManSpeed; //no good not time corrected
//Time corrected move. MOves PacMan By PacManDiv every Second
//PacManLoc = PacManLoc + ((PacManDir * PacManSpeed) * (time/1000)); //Simple Move PacMan by PacManDir
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
spriteBatch.Begin();
spriteBatch.Draw(PacMan, PacManLoc, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
About textures and Batching
Displays, ViewPorts, Client Bounds
Alpha channels
Demo
SpriteBatch
demo project
- IntroSimpleSpriteBatchOptionsWindows.zip
spriteBatch.Begin();
- Options SpriteBlendMode
- Additive Enable additive blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx
- AlphaBlend Enable alpha blending. http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-2.aspx
- None No blending specified.
Homework
- 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
http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf