Can i use xna with c




















You can put it before or after the code that moves your text, as long as it's before the call to base. Just like with moving the text, you rely on the GameTime class to provide a consistent and smooth animation. A little bit of math to calculate the proper rotation degrees and you're done with the Update method. The last thing to do is change one line in the Draw method.

Change the spriteBatch. Draw method to look like this:. If you run the game at this point, you'll see a rotating soccer ball in the top left corner, and your text slowly gliding across the screen, just like in Figure 7. For a complete listing of how your Game class should look at this point, check out Listing 2. 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.

If you take a look at the first two lines of the Update method, you'll see that you are already checking for two forms of input: from the Game Controller via the GamePad class and the Keyboard via the Keyboard class. 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:.

The Buttons collection contains a value for every button, bumper, stick and trigger on the controller. The ButtonState enumeration contains two values: Pressed and Released. Since you can check for either state, per button, this gives you a lot of flexibility. The following piece of code gets the state of the keyboard to see what, if any, keys are pressed. In this case, you are checking for the Esc key.

The IsKeyDown function checks the state of whichever member of the Keys enumeration you pass to it. The Keys enumeration contains entries, and includes a number of special function keys to cover most keyboard configurations. Not all input types are available on all devices.

For example, there is no support for Touch or Mouse on the Xbox , and most phones don't support the GamePad. Your PC probably has Mouse support, but not necessarily Touch. With this, you now have enough to get started with MonoGame. You've learned what you need to get, where to find it, how to set up, and you've stuck your toe in the code enough to put some text and images on screen, and read a little player input.

All that's left is the game idea, and I bet you already have a million of those. If you don't, here are some suggestions for additional learning opportunities. A lot of people try to go a little too big on their first game project. Start small. Tetris clones are a great way to learn the basic fundamentals of moving and rotating static, grid-based objects across the screen, and also covers basic collision detection and player input. Tower Defense games cover things like basic pathfinding AI, shooting trajectories, simple animation, and unit placement via touch or click.

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. There should be some interesting stats coming pretty soon about how much people have made on the community games.

C has a good learning curve and is used by tools programmers in the industry - it would be a useful language to have under your belt. As languages change and go in and out of favour, recruiters often look for proven mastery of different languages - which might mitigate not knowing the one they are currently using - and a portfolio of completed work would do that.

Where is the industry moving in terms of game programming? Asked By: Venus. Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. The problem is that I now have to worry about everything from loading a png file to opening a window.

This is a little bit annoying. I think the answers here are kind of missing the point. It is annoying to have to link to ten different libraries, such as Freetype, libpng, tinyxml, Ogg, Vorbis, etc, to get some basic XNA features.

In a sense, its kind of similar to XNA but does not hold your hand as much. If you are planning on using Models in your games, you should look at using Assimp. Polycode is a free, open-source, cross-platform framework for creative code. Polycode is opensource, meaning that you can learn from how things are done behind the scenes. Also, it uses Assimp to load models so you do not need to worry about manually linking to Assimp.

There are literally hundreds of libraries out there that handle all kinds of aspects of game development.

From loading images, to opening and managing windows, to rendering, to sound, to physics, etc. What there are not are very many "one-stop-shop" solutions, where you get everything all at once. That's one of the benefits of XNA.



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