It is a typing game which can help you to improve your typing skills. In this game you have to type the falling letters. Add a description, image, and links to the xna-game-studio topic page so that developers can more easily learn about it.
Curate this topic. To associate your repository with the xna-game-studio topic, visit your repo's landing page and select "manage topics.
Learn more. Skip to content. Here are 32 public repositories matching this topic Language: All Filter by language. All 32 C 27 Visual Basic. Sort options. Sponsor Star Updated Nov 17, Star 4. Updated Jul 5, C. Star 2. Updated Aug 2, C. Updated Mar 7, C.
Star 1. A 2D rouglike. Updated May 13, C. This will make you image slow down as it arrives to B. You can play with the exponent value 0. Another important thing is that your image will always stop at B. If you use the Euler integration approach your approach, adding a velocity each frame you might have some trouble making the image stop at the right position aka B and it gets even worse when using 2 or 3 dimesions. To know more about easing, check Robert Penner's Easing Equations.
First I can tell you what the problem isn't. You don't need a physics engine to have smooth movement. And changing the Update to include the ElapsedGameTime will not make a lick of difference for the smoothness assuming you haven't changed the default of IsFixedTimestep to false. When there is a fixed timestep, ElapsedGameTime will always have the same value, it will not vary. I don't how much you are doing in your code, but if it's too much, XNA will start skipping the Draw portion of your code, and this can definitely cause jerkiness.
One way to check: in your Update method, test the value of IsRunningSlowly. Whenever it is true, XNA will skip some Draw calls. If you are not doing anything complicated, then the culprit may be the refresh rate of your monitor. If it is set to anything other than 60Hz, you will have jerkiness.
You could fix this by changing your monitor's refresh rate. Alternatively you can change the value of TargetElapsedTime to match your monitor's rate. You should consider adding to your game a library for handling physics, as for example FarseerPhysics. By calculating the position in a per time base with physics rules applied your movements will be smooth and natural.
How are we doing? Please help us improve Stack Overflow. Take our short survey. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Screens should be as specific as possible with gestures to increase the accuracy of the gesture engine. For example, most menus only need Tap or VerticalDrag to operate. These gestures are handled by the ScreenManager when screens change and all gestures are placed in the InputState passed to the HandleInput method.
IsActive : This property shows whether the current screen is the top most or not. If current screen is in top then it will be true and all the inputs are handled by this screen only.
IsExiting : Tells that current screen is exiting or not. There are two possible reasons why a screen might be transitioning off. It could be temporarily going away to make room for another screen that is on top of it, or it could be going away for good: This property indicated whether the screen is exiting for real: if set, the screen will automatically remove itself as soon as the transition finishes. IsPopup : Normally when one screen is brought up over the top of another, the first screen will transition off to make room for the new one.
This property indicated whether the screen is only a small popup, in which case screens underneath it do not need to bother transitioning off. ScreenManager : Will talk about it later in its own section. It will return the ScreenManager attached to current screen. This property returns one of them according to the current conditions of the screen. Range from zero to one. TransitionOffTime : Time-span required to transition off current screen completely.
TransitionOnTime : Time-span required to transition on current screen completely. TransitionPosition : Tells the position of the current screen, ranges from zero fully active, no transitioning to one transitioned fully off to nothing. Draw : This is called when screen should draw itself. ExitScreen : Makes the screen exit and start off transitions. This will not kill screen immediately, rather it will wait for the transition off time-span to complete first.
Update : Allows the screen to run logic, such as updating the transition position. This method gets called irrespective of the screen is Active, hidden or in middle of transition. Unlike Update, this method is only called when the screen is active, and not when some other screen taken the focus. UpdateTransition : It is a helper method to update the screen transition position. ScreenManager This class manages the Adding, removing and all screen related task, like rendering screen, updating screen etc.
In short it manages one or more instance of GameScreen class, call update, draw methods at appropriate time and routes the input to the topmost screen. SpriteBatch : A default spritebatch shared by all the screens. This saves each screen having to bother creating their own local instance. AddScreen : It will add new screen to screenmanager instance.
Draw : Tells each screen to draw itself. Update : Allows each screen to run logic. FadeBackBufferToBlack : Helps draw a translucent black fullsccreen sprite, used for fading screens in and out, and for darkening the background behind popup. GetScreens : Exposes an array holding all screens. We return a copy rather than the real master list, because screens should only be added or removed using AddScreen or RemoveScreen methods.
RemoveScree : Remove screen from screen manager. You should use GameScreen. ExitScreen instead of calling this directly, so that screen can gradually transition off rather than just being instantly removed. TranceScreen : Used in debugging, it prints list of all screens. Camera2D We already discussed the usage of Camera2D class in previous sections.
CurrentSize : A vector representing the current size of camera view. MaxPosition and MinPosition : The furthermost left and right a camera can go. If both the values are same then no clipping will be applied unless until you have override that method.
MaxRotation and MinRotation : It represents the maximum and minimum a camera can be rotated. MaxZoom and MinZoom : Property represents the limitations of the zoom of a camera. MoveRate : Represents the rate at which tracking camera moves. Position : Current camera position. Rotation : Current Rotation of the camera. RotationRate : Represets how much camera can be rotated in one update. ScreenCenter : Represents center of the screen. These values are checked against current values and if required makes the necessary updates every forward move.
TrackingBody : Represents a FarseerPhysics body which needs to be tracked. This body will always be in the middle of the screen. Zoom and ZoomRate : Zoom represents the current zoom level and ZoomRate tells how much zooming can be achieved in one step forward.
ConvertWorldToScreen : It will convert the world position to the screen position. CreateProjection : It will create the Projection matrix for the camera; we need to call this method every time the screen resolution or more specifically aspect ratio changes. MoveCamera : Move camera by specified amount.
ResetCamera : Reset the camera to its default values. Resize : Applyupdated rotation, position and zoom value to camera. SmoothResetCamera : Reset the camera position to default value, gradually fading from current position, rotation and zoom values. Update : Moves the camera one step forward timestep.
ZoomIn and ZoomOut : Makes the camera zoom in and out respectively. InputHelper Purpose of this class is to help in capturing the input from the User. Followings are the properties and methods available in InputHelper class. This class can also be used with Xbox. You might be thinking why we have GamePad, Keyboard and Mouse related function in this class, while we only working with the Phone. Answer to that question is that, we will be using mouse while debugging and the same class can be used with the Xbox games too.
CurrentKeyboardState : Gets the current players Keyboard state. MousePosition : Gives the current position of the mouse. MouseVelocity : Gives us the mouse move velocity, can be expressed as current mouse position — last mouse position. The controlling player parameter tells from which player to read input. And if it is null then it will accept input from any player. When the button press is detected, the output player index represents which player pressed it.
IsOldButtonPress : A Boolean indicating whether the selected mouse button is not being pressed in the current state and is being pressed in the old state.
The controlling Player parameter specifies which player to read input for. If this is null, it will accept input from any player.
Update : Reads the latest state of the keyboard and gamepad. PhysicsGameScreen So far we have GameScreen which will be base class for all screens, but we also need to develop a base class for physics related screens. This base will encapsulate most of the task for us, like creating border, setting and initializing RenderXNAHelper, mouse to physics object handler etc.
There are four overloads which will further simplifies the work and allows us to customize it as per our need. HandleInput : Often, while debugging we need to move objects using mouse even though we are in the Windows Phone development, this method will help us doing so. Also the same method can be used to enable or disable any flag while in Xbox or Windows Game. UpdateScreen : This method gets called when camera projection changes. We need to write all the code which needs to be updated when camera moves or changes its position.
Like moving border according to the camera position. SpriteFont We use this class to help with the fonts. We load all the required fonts for the game in this class, and use it throughout the application. We use this class to catch all the fonts and use it whenever we need them. It is the most required feature while developing a game, because if FPS Frame rate per second drops on certain action or after playing game for prolong time, then we can say that there must be something processing intensive work going on or we are drawing too much of data on screen.
That gives us starting point to debug your performance problem. So without boring you much we will look into the code details. Update method checks for the elapsed time and if the timespan is more or equal to one second then updates the FPS to display and resent the counter to zero, otherwise does nothing. Draw method always increment the frame rate counter and renders the currently stored FrameRate on screen. This component helps you scroll background for any 2D game.
Parallax scrolling means scrolling different layers of images one over another any different speed, making effect of depth and distance.
It can be easily understood by imagining that you are looking through a moving car towards mountains, so nears objects like trees move faster compared to the mountains situated far away. More information about parallax scrolling can be found over Wikipedia. Now time to see some code, and then we build a demo showing the use of the same.
SpeedX and SpeedY : When we move background images, these properties determine the speed at which background is going to be moved in either direction. Default value is one for both and set to zero or one depending on the direction of the scrolling set by developer. Height and Width : Get or set the Height and Width of the viewport in which we want to show the scrolling Images.
ScrollingTextures : It is a list of Texture2D type. We can give more than one image to scroll one after another, at the same depth level. If all images are scrolled then it will start scrolling from first image again, and repeat the process again and again. Position : Gives the current position of the moving background. At first this property seems waste, but believe me you need this.
Consider you are in a game with moving background, suddenly phone call arrives and your game tombstoned, at that time you need to know at which position background is to store it in memory for later retrieval while we resume from tombstoned state.
Same way we initialize all remaining 3 layers and increasing the speed in each of them gradually. Now the only code left is to call Move method of ParallaxBackground in the Update method and call to Draw method in the Draw method of Game1.
Run the project and switch to Landscape mode and you will see different backgrounds moving at different speed making quite realistic view on screen.
Almost in every game you need to have button, menu, Image, textblock etc. So I started looking over web for some startups and by my fortune found some very good controls and very nicely structured code over App Hub. Using this project, I have created and extended controls which we need in a game.
Controls are grouped into a hierarchy; each control has a parent and an optional list of children. They draw themselves too. Call HandleInput once per update on the root control of the hierarchy; it will then call HandleInput on its children. Controls can override HandlInput to check for touch events and the like. If you override this method then you need to call base. HandleInput to let your child controls see input. Override Control. Draw method to render your control. It also contains a SpriteBatch, which will have had Begin called before Control.
Draw is called. This allows batching of sprites across multiple controls to improve rendering speed. Controls have a Position and Size, which defines a rectangle. By default, Size is computed automatically by a internal call to ComputeSize method, which each child control can implement as appropriate.
For example, TextControl uses the size of the rendered text. There is no dynamic layout system. Instead, container controls PanelControl in particular contain method for positioning their child controls into rows, columns, or other arrangements. Client code should create the controls needed for a screen, then call one or more of these layout functions to position them.
0コメント