Connect and share knowledge within a single location that is structured and easy to search. What uses does the class have, and should I definitely use it in my game, or can I ignore it? You can ignore it if you want. By using GameTime. ElapsedTime you can ignore this difference. It can also make your code clearer if you work in seconds or milliseconds but please not both! For example you might be specifying that an action lasts "30 frames", but it might be clearer to specify it as "0.
Just be aware that only Update runs a fixed number of times per second. Draw might get called a lot less frequently. If you ever disable the fixed frame rate, then using GameTime. ElapsedTime is critical. One very good reason you might want to disable it - at least during development - is for profiling. Possibly using a profiler like the guy in this recent question so that profiling time isn't spent waiting for the next frame.
In everything we've done before, we've come to expect one update, followed by one draw. And we're just simply not seeing that here. There are tons of calls to Update , and only an occasional Draw call. Second, even though it says 0. Why on Earth does it only say 0. When you first stumble into this, most people are left scratching their heads. The popularity of Jersey Shore makes more sense than this!
But rest assured, this isn't a bug. It's just a common misunderstanding of what's going on, and it has a perfectly logical explanation. I wish Jersey Shore did too. To help us get to the bottom of this, it is worth pointing out that we only see this happen when running with a fixed time step, and only when it is taking too long to get through a cycle of the game loop caused by too much in the Draw method, or too much in the Update method.
So we know there's something unique about fixed time steps and running slowly. To begin our discussion of what's going on, I want to point out the name of the type of variable that we're using: GameTime. That's actually fairly meaningful here and will go quite a ways to help us understand. People have a tendency to assume that this is the same as "wall time.
But that's now how it works when a fixed time step game is running slowly. Game time makes more sense when you put it in the context of being in the game world. Compare this to positions in the game world. You have an object in the game world that is located at, say, 3, 4, The Keys enumeration contains entries, and includes a number of special function keys to cover most keyboard configurations.
Not all input types are available on all devices. For example, there is no support for Touch or Mouse on the Xbox , and most phones don't support the GamePad. Your PC probably has Mouse support, but not necessarily Touch. With this, you now have enough to get started with MonoGame. You've learned what you need to get, where to find it, how to set up, and you've stuck your toe in the code enough to put some text and images on screen, and read a little player input. All that's left is the game idea, and I bet you already have a million of those.
If you don't, here are some suggestions for additional learning opportunities. A lot of people try to go a little too big on their first game project. Start small. Tetris clones are a great way to learn the basic fundamentals of moving and rotating static, grid-based objects across the screen, and also covers basic collision detection and player input. Tower Defense games cover things like basic pathfinding AI, shooting trajectories, simple animation, and unit placement via touch or click.
Space Shooter games like Galaxian, Galaga, Zaxxon, and even Space Invaders teach about patterns, speed of movement, scrolling backgrounds and more. These are just some of the more simple ones, but even these have a lot more hidden complexity to them than you realize until you try to build one. Just imagine what goes into building the next World of Warcraft clone.
The message here is that there's a lot to learn from the classics. Don't be too proud to take a look at what others have done before you and learn from it. Also, keep in mind that any of the tutorials and starter kits written for XNA should work with little or no modification in MonoGame. There's a wealth of information out there just waiting for you to tap into it. My Subscriber Account Advertise Write.
Training Home State of. Staffing Home Looking for Staff? Looking for Work? Contact Us. Dark Kimbie. Published in:. Getting Started With MonoGame In this section, you'll learn what you need to download to set up your development environment for using MonoGame on the supported platforms.
The version you need to download and install depends on your operating system. If you're running Windows 8, get Express for Windows and if you're running an earlier operating system, like Windows 7, get Express for Windows Desktop.
MonoGame: Grab the latest release currently 3. You can find this at www. You'll learn more about how to use this tool in the first project. The best place to get it is at www. The current version is Mono 2. Android: Follow the steps for Windows, above. It serves as a loader for your Game class. All of your game logic goes here. Dissecting Your First Project Once you have the game project running, it's time to take a look at the various parts that are in play.
Within the Game class, you'll see a couple of objects that have already been defined for you: GraphicsDeviceManager: Located in the Microsoft. Framework namespace, this is an abstraction of the graphics hardware that your game is running on top of, allowing you to focus on your game logic instead of spending time writing low-level drivers for specific hardware features.
SpriteBatch: Located in the Microsoft. Graphics namespace, the SpriteBatch class is used to bundle together multiple draw calls into a single unit of work to be sent to the GPU Graphics Processing Unit of the device.
This is much more efficient than sending draw commands individually, resulting in a higher and therefore smoother frame rate. Figure 3 : The Game Loop Of course, it's also possible for your game to run slower if you have a lot of intense calculations in your Update method, or you're trying to put too many things on the screen at once in your Draw method.
The following methods make up the remainder of the Game class: Initialize : This method is used for things like querying for external services, checking for the presence of devices and sensors, loading non-graphical content such as tile-map data, etc. If you have any Drawable Game Components that require initialization, the base. Initialize call at the bottom of this method enumerates through all of those as well.
LoadContent : This method, which is called directly by the Initialize method just before the game loop starts, is where you load things like game art, spritefonts, music, 3D models, XML data, and anything else that has been processed by the Content Pipeline. Graphics are loaded into your graphics device memory, and so this method is also called anytime game content needs to be reloaded, such as when the graphics device is reset.
Update : This is where your game does most of its thinking. Everything from updating object coordinates, rotation, physics, game timing, animation loops, pathfinding, or other forms of artificial intelligence AI , checking for player input, reading GPS or other sensor data, and anything else that manipulates the game state goes into this method.
Inside the Update method, you can see an example of how to listen for player input. If either input is detected, the Exit method is called and the game ends.
GetState PlayerIndex. Pressed Keyboard. IsKeyDown Keys. Draw : The Draw method is where you place calls to draw on-screen. Just as the Update method above is responsible for managing and manipulating the state of your game objects, the Draw method then uses that information to know where and how to draw the object on-screen.
Inside the Draw method, there are three lines to pay attention to. The first line clears the screen and sets it to a cornflower blue.
You can change this to any supported color by using the Color enumeration. The second line tells you where to add your drawing code, and the third line makes a call to the base. Draw method, which in turn calls the Draw method of any Drawable Game Components you have registered.
Clear Color. One thing to keep in mind is that items are drawn on screen in the order they are listed in your code, which explains why you want to clear the screen first every frame, before drawing anything else. UnloadContent : Just like the LoadContent method, this is called in the event of a graphics device reset and is where you unload all content from the device memory.
This is used to prevent the accumulation of items in the graphics memory, which can eventually cause an out-of-memory exception if not managed properly. Modifying the Game Project Since you already have an active game project, it's time to add some code to it.
Drawing Text It's pretty easy to put an image of some static text on the screen and I'll handle drawing images shortly , but if you want to draw text on your screen programmatically, you need a SpriteFont. There are a few values to pay attention to here: FontName is the name of the font you will be compiling, and must be installed locally on whatever computer you're developing with. The name must match the name of the font exactly, or the compiler won't be able to find it.
It isn't "chance" that code will slow performace; it always will. Garbage collection always impacts the CPU, period. Daniel Little Daniel Little 16k 10 10 gold badges 69 69 silver badges 91 91 bronze badges.
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