Xna game window example
System requirements. Graphics card Shader Model 1. Optional requirements Windows Phone DirectX 10 or later, Compatible Video Card Development tools include a Windows Phone emulator to test applications without deployment to a physical device.
Zune platform Zune Software 3. Tip HiDef vs. Reach As of version 4. Close Visual Studio Express. Extract the ZIP file contents to a temporary folder leave this folder open. Drag the fonts from the temporary folder to the Fonts folder. Close both Explorer windows. What just happened? Tip The redistributable fonts package To use its integrated text drawing methods, XNA games need to convert normal Windows fonts into an internal format called a SpriteFont.
Building your first game. Time for action — creating a new Windows game project. Click on OK :. Tip Backup your projects When you create your project, the Location field specifies where it will be saved. Anatomy of an XNA game. The declarations area. Time for action — adding variables to the class declaration area.
Red, Color. Green, Color. The Game1 class constructor. The Initialize method. Time for action — customizing the Initialize method. Initialize : this. Tip Input types on other platforms The Xbox, Zune, and Windows Phone do not support a mouse, so what happens when the code to enable the mouse runs on these platforms? The LoadContent method. Time for action — creating the squareTexture. Tip Powers of two Very old graphics cards required that all texture images be sized to "powers of two" 2, 4, 8, 16, 32, 64, , , etc.
The Update method. Tip Exiting a game under Windows The default Update code provides anyone with a gamepad a way to end the game, but what if you do not have a gamepad? Time for action — coding Update for SquareChase. Next 0, this. Width - 25 , rand. GetState ; if mouse. Contains mouse. X, mouse. Max 0, timeRemaining - float gameTime. TotalSeconds ; this.
ToString ; Copy. Tip MathHelper The Microsoft. The Draw method. Time for action — draw SquareChase! Add the following code after the call to clear the display: spriteBatch. Begin ; spriteBatch. End ; Copy. Time for action — play SquareChase! Have a go hero. Read more Unlock this book with a 7-day free trial. Browse publications by this author. This book succeeds in teaching the various areas of the XNA framework.
At the end, I feel confident I can identify which parts of the framework to look to accomplish some tasks. There is great pacing; I never felt that one single coding section was super-long except maybe in the last chapter.
The consistency of "code this" to "here's what you just did" was always clearly explained and a great way to learn. This book does not teach good coding. There's a lot of stringly-typed objects going around; I figured we'd grow out of it after the first game but there it is in the last one. The "Object" to "ObjectManager" pattern used so often seems like it need a lot of code to add anything substantial, especially interaction between objects, but maybe I'm spoiled.
LINQ eliminates all of the "go backward" for loops. I'm still confused between MapSquares and Cells. Most importantly, I don't know how to architect something bigger than the examples in this book. But I forgive the book for these missteps; it'd be a huge book if they classed everything. Plus, it's a beginner's book. This is a fault of MonoGame 3. I think it's a sloppy implementation to hide the Game window and attempt to work around it, but this should have worked in XNA.
I ended up skipping the Level Editor section and used the finished MAP file in the code files, which worked fine. Overall, very good. You need to be familiar with content compilation the pipeline tool which is done automatically by XNA, but not MonoGame. The rest of the book is quite easy to follow and transfers over to MonoGame quite nicely.
I felt the last couple of chapters in which you create a Windows Forms application to assist with game design were not accessible for people who haven't used Forms before. Therefore, if a Sprite takes up the entire screen horizontally, it will take up the entire screen horizontally after the resize, as shown by the following images:. Before Resize After Resize. Tools users will not anticipate this behavior. Lets have a look at which Orientations are there in a DisplayOrientation: Default: it is the default orientation when first run.
LanscapeLeft: The display is rotated counterclockwise ninety degrees into a landscape presentation, where the width is greater than the height. LandscapeRight: The display is rotated clockwise ninety degrees into a landscape presentation, where the width is greater than the height.
Portrait: The orientation is a portrait presentation, where the height is greater than the width. To get screen device name use: Window. View All. Using this handle you can create a GraphicsDevice.
Then you hook Application. Idle to your own function that calls your update and render. For example. For xbox you may just be able to place your own custom run function with your game loop in a throttled while true loop. Inside that run outside the top of the while true you will probably have to do the graphics device initialization and verification with IntPtr. Zero as your handle. Creating a content manager was a little more work, but still managable. You need to create a class that implements IServiceProvider.
This class takes a GraphicsDevice in its constructor in order to create the next class the implements IGraphicsDeviceProvider. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Asked 10 years, 7 months ago. Active 7 years, 9 months ago. Viewed 5k times. Basically I need to: Set up the game window In a loop: Do all rendering as usual, and then flush the result to the screen, manage backbuffers etc.
PeekMessage out message, IntPtr. Sleep ; gametime. Improve this question. Taryn k 54 54 gold badges silver badges bronze badges.
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