![]() Sometimes you need to get low level and play around with hardware registries in assembly to optimize performance for a specific device. It also requires engineering skills for graphics, gameplay, audio, cloud services, and develops. Games need design skills spanning UI, audio, gameplay, and art direction. If you have your XNA game (for example WP7 XNA project) you can copy all *.Developing games is multi-disciplined compared to developing business apps and services. We don’t have XNA Content Pipeline in MonoGame (so far), but we can use “old” content, prepared in XNA Game Studio. Ups! If it’s missing, so how can I prepare assets and load them later!?Ĭalm down. But… MonoGame doesn’t contains XNA Content Pipeline. So, if everything is in place, we can load some assets and draw them on the screen. GraphicsDevice.Clear(Color.CornflowerBlue) ![]() Protected override void Draw(GameTime gameTime) Here is main game-loop: Update() and Draw() methods: protected override void Update(GameTime gameTime) TODO: use this.Content to load your game content here _spriteBatch = new SpriteBatch(GraphicsDevice) Create a new SpriteBatch, which can be used to draw textures. You will find here methods like LoadContent() and UnloadContent() where you can load and release all of your assets (textures, sound effects and music). Main class (Game1) contains very usefull members like GraphicsDeviceManager or SpriteBatch: GraphicsDeviceManager _graphics MonoGame developers have taken care of all namespaces and classes we know from original XNA. I’ve attached screen shot (baloon and CornflowerBlue background are XNA, button and slider are XAML controls):īoth templates are very familiar.
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