

This book covers both the concepts and the implementations necessary to get you started on bringing your own creations to life with XNA. But before you give life to your creativity with XNA, you need to gain a solid understanding of some game development concepts.
#Monogame screen wrap windows
It gives you the power to bring your creations to life on Windows, the Xbox 360, the Zune, and the Windows Phone platforms. XNA Game Studio enables hobbyists and independent game developers to easily create video games.
#Monogame screen wrap update
Time for action – the Game1 Update method Time for action – tile selection controls Time for action – creating the level editor project Time for action – adding the tile map to the game project Time for action – the TileMap class – part 3 Time for action – the TileMap class – part 2 Time for action – the TileMap class – part 1 Gemstone Hunter – Put on Your Platform Shoes Gemstone Hunter – Put on Your Platform Shoes.Time for action – updating the Game1 class Time for action – building the Enemy class Time for action – building a computer terminal Time for action – updating the WeaponManager class Time for action – beginning the implementation of A* Time for action – shots colliding with tiles Time for action – beginning the WeaponManager class

Time for action – the EffectsManager class

Time for action – creating the StarField class Time for action – adding animation frames Time for action – supporting collision detection Time for action – animation and drawing properties Time for action – basic Sprite properties Time for action – declarations for the Sprite class Time for action – creating the Asteroid Belt Assault project Flood Control – Smoothing Out the Rough Edges.Time for action – letting the player play Time for action – scores and scoring chains Time for action – drawing the screen – the play screen Time for action – drawing the screen – the title screen Time for action – updating the Initialize() method Time for action – manipulating the game board Time for action – initialize the game board Time for action – create the GameBoard.cs class Time for action – GamePiece class methods – part 4 – GetSourceRect Time for action – GamePiece class methods – part 3 – connection methods

Time for action – GamePiece class methods – part 2 – rotation Time for action – GamePiece class methods – part 1 – updating Time for action – building a GamePiece class: constructors Time for action – build a GamePiece class – declarations Time for action – reading textures into memory Time for action – set up the Flood Control project
