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Monogame screen wrap
Monogame screen wrap









monogame screen wrap
  1. #Monogame screen wrap update
  2. #Monogame screen wrap windows

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.

  • Gemstone Hunter – Standing on Your Own Two Pixels.
  • Time for action – handling the FormClosed event Time for action – implementing loading and saving Time for action – fixing the scrolling delay Time for action – completing the editor – part 1

    #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

    monogame screen wrap

    Time for action – the EffectsManager class

  • Asteroid Belt Assault – Special Effects.
  • Time for action – updating and drawing the EnemyManager Time for action – setting up the EnemyManager class Time for action – creating the EnemyManager class Time for action – creating the Enemy class Time for action – updating and drawing the player's ship Time for action – creating the PlayerManager class Time for action – updating and drawing shots Time for action – adding the ShotManager class Time for action – bouncing asteroids – part 2 Time for action – bouncing asteroids – part 1 Time for action – updating and drawing asteroids Time for action – checking the asteroid's position Time for action – positioning the asteroids Time for action – building the AsteroidManager class Time for action – viewing the StarField in action Time for action – updating and drawing the StarField

    monogame screen wrap

    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

    monogame screen wrap

    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











    Monogame screen wrap