Game1.cs class that derives (extends) Game public class Game1 : Microsoft.Xna.Framework.Game {..}

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1 MonoGames MonoGames Basics 1 MonoGames descends from XNA 4, is a framework for developing C# games for Windows, Linux, Mac, Android systems. Visual Studio MonoGames projects will create: Program.cs class that contains a main method that creates a Game1 instance and invokes its run() static void Main(string[] args) { using (Game1 game = new Game1()) { game.run(); } } Game1.cs class that derives (extends) Game public class Game1 : Microsoft.Xna.Framework.Game {..} Content project (subdirectory) contains assets: models, textures, fonts *.x, *.fbx, *.png, *.spritefont assets Content.mgcb MonoGames Content Builder can build assets into *.xnb a compressed binary copy *.xnb files to Content/bin My examples will not have a Game1.cs file and you need to replace (or edit) the initially generated Program.cs file.

2 Skeleton project MonoGames Basics 2 A new project generates a skeleton application. Useful to read. using directives DLLs for MonoGames framework classes ("imports") using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace -- all classes in project should share namespace namespace usually the name of the solution directory public class Game1 : Microsoft.Xna.Framework.Game{ public Game1() {...} protected override void Initialize {...} protected override void LoadContent() {...} protected override void UnloadContent() {...} protected override void Update(GameTime gametime) {...} protected override void Draw(GameTime gametime) {...} }

3 Game class MonoGames Basics 3 The GameName class derives from Game. Game initialization sequence Constructor creates a GraphicsDeviceManager sets Content directory graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Initialize method called after construction but before LoadContent. Developer can initialize any GameComponents they added. LoadContent method add "content" files: models, fonts,textures,... more on Content later...

4 Game loop: Update(), Draw() MonoGames Basics 4 Game hides the rendering loop from the developer. << see docs>> IsFixedTimeStep property determines interval of calls to Update Update method contains changes in "logic" of the game: rotation changes, user input (keyboard, gamepad) gametime is the elapsed time of program execution protected virtual void Update ( GameTime gametime ) Draw method contains drawing requests for meshes, sprites, and primitives. Called as frequently as possible. protected virtual void Draw (GameTime gametime)

5 Axis example Demonstrates: LoadContent *.fbx model file w/ texture Update w/ text display, user input, and rotation. Draw with text and 3D MonoGames Basics 5 1 camera, 3 lights red, from right, green from top, blue from front (colors light) Cube example is simpler build the Cube example distro

6 Build Axis project Start Microsoft Visual Studio 2015 New Project MonoGames Basics 6 Source control: do not submit class files with source control

7 Delete Game1.cs Program.cs Created project delete Program.cs and Game1.cs files MonoGames Basics 7

8 Add source files Download the axisdistro.zip file and extract into a temporary directory. MonoGames Basics 8 In Solution Explorer right click and open the project, select the "Add" from walking menu, select "Existing Item". In the file browser select your Axis.cs and Program.cs files from the axisdistro directory.

9 Convert *.3ds to *.fbx MonoGames Basics 9 Start FBX Converter and make ascii *.fbx versions of *.3ds files. Place converted files in projects Content subdirectory.

10 Edit files with textures MonoGames Basics 10 Asset files with textures must have relative texture file names. Edit (VS 2015 or any text editor) texture files names to be relative. File box ds file has non-relative texture file name. File box fbx needs to be edited. C:\Users\renzo\Documents\Csun\cs565\565Sp17\MonoGames\Axis\Axis\Content\ground.bmp to ground.bmp File Open File Select Content/ground.png edit file name property (as shown on left) to ground.png close box fbx* pane [X] and save. (can use a text editor)

11 Add content files MonoGames Basics 11 In Solution Explorer double click on Content.mgcb to start MonoGame Pipeline content builder program. Add content as Existing Items and build (*.xnb files add and set build property to copy)

12 Build and run MonoGames Basics 12

13 Axis class diagram MonoGames Basics 13

14 BasicEffect MonoGames Basics 14 BasicEffect (subclasses Effect) represents shader model 1.1 effects Used to set values in shaders : << see MSDN Creating a BasicEffect >> Matrix worldmatrix, viewmatrix, projectionmatrix; BasicEffect be;... be = new BasicEffect(graphics.GraphicsDevice);... be.alpha = 1.0f; be.diffusecolor = new Vector3(1.0f, 0.0f, 1.0f); be.specularcolor = new Vector3(0.25f, 0.25f, 0.25f); be.specularpower = 5.0f; be.ambientlightcolor = new Vector3(0.75f, 0.75f, 0.75f);

15 Lighting and Matrices MonoGames Basics 15 BasicEffect has 3 DirectionalLights: 0, 1, 2 be.directionallight0.enabled = true; be.directionallight0.diffusecolor = Vector3.One; be.directionallight0.direction = Vector3.Normalize(new Vector3(1.0f, -1.0f, -1.0f)); be.directionallight0.specularcolor = Vector3.One; be.directionallight1.enabled = true; be.directionallight1.diffusecolor = new Vector3(0.5f, 0.5f, 0.5f); be.directionallight1.direction = Vector3.Normalize(new Vector3(-1.0f, -1.0f, 1.0f)); be.directionallight1.specularcolor = new Vector3(0.5f, 0.5f, 0.5f); be.lightingenabled = true; be.world = worldmatrix; // object transformations be.view = viewmatrix; // camera transformations be.projection = projectionmatrix; // world view coords

16 Draw a modeled (*.x) mesh MonoGames Basics 16 << look at axis.fbx file in a text editor>> private void drawmodel(gametime gametime, Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; // get model's can have embedded transforms m.copyabsolutebonetransformsto(transforms); foreach (ModelMesh mesh in m.meshes) { foreach (BasicEffect effect in mesh.effects) { effect.enabledefaultlighting(); effect.view = view; effect.projection = projection; effect.world = Matrix.Identity * rotatey * transforms[mesh.parentbone.index]; } mesh.draw(); } }

17 DrawableGameComponents MonoGames Basics 17 Classes that derive from GameCompnent or DrawableGameComponent have virtual methods that can be overridden. GameComponent : IGameComponent, IUpdateable, IDisposable DrawableGameComponent : GameComponent, IDrawable GameComponent.Initialize() GameComponent.Update() DrawableGameComponent.Draw() Adding these objects to a Game.Components collection agame.add(object) enables the overridden methods to be called automatically using base.methodname() base.update()

18 MonoGames Basics 18

19 MonoGames Basics 19

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