LEADER 03572nam 22004093 450 001 9910506386003321 005 20211214151306.0 010 $a1-4842-7771-6 035 $a(CKB)5340000000068569 035 $a(MiAaPQ)EBC6792415 035 $a(Au-PeEL)EBL6792415 035 $a(OCoLC)1283844881 035 $a(EXLCZ)995340000000068569 100 $a20211214d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame Development with MonoGame $eBuild a 2D Game Using Your Own Reusable and Performant Game Engine 210 1$aBerkeley, CA :$cApress L. P.,$d2021. 210 4$d©2022. 215 $a1 online resource (208 pages) 311 $a1-4842-7770-8 327 $aIntro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Game Performance -- Measuring Game Performance -- Inspecting the Game Performance -- The GameTime Class -- Controlling the Game's FPS Settings -- Using Object Pools -- Conclusion -- Chapter 2: The Content Pipeline Tool -- The Content Pipeline Tool -- The Content Importer -- The Content Processor -- The Content Writer -- The Content Reader -- Extending the Content Pipeline Tool -- Creating a Pipeline Extension -- Adding Logic to Your Extension -- Loading and Saving Assets -- Adding Animations to the Content Pipeline -- Creating the XML Template -- Creating the TurnLeft Animation Asset -- Internationalizing Game Text -- Conclusion -- Chapter 3: Cameras and Layers -- Cameras -- How Cameras Work -- Adding a Camera to Your Game -- Making the Camera Travel Up with the Player -- Conclusion -- Chapter 4: Level Editor -- MonoGame.Forms -- How the Editor Works -- Creating the GameEditor Project -- Installing MonoGame.Forms -- Creating the MonoGame Control -- Asset Management -- Using a Better Set of Tiles and Game Objects -- The MonoGameControl Class -- Building Your Editor -- Setting the Stage -- Adding a Camera -- Using an Atlas for Your Ground Tiles -- Adding, Moving, and Removing Objects from Levels -- Drawing Items on the Screen -- Adding Game Events -- Conclusion -- Chapter 5: Scripting -- What Is Scripting? -- Sprite Animation and Sound -- What Is a Shader? -- Pausing the Game -- Circle Struct -- Displaying Health -- Setting Up For Debugging -- Conclusion -- Chapter 6: Enemy AI and Algorithms -- Essential Mathematics for Game Movement Logic -- Sine -- Circular Motions Using Sine and Cosine -- Using The Distance Formula To Enable Behavior -- Other Non-Linear Motion -- Interactions with the Player -- Bosses and Patterns. 327 $aConclusion -- Chapter 7: Game State and Gamepad Input -- Gamepad Detection -- Game States -- Conclusion -- Chapter 8: Packaging The Game with Bells and Whistles -- Loading in Music and Sound Effects -- Making a Particle Emitter -- Lists and What They Do -- Actual Physics and the Amount of Particles Swaying -- Packaging The Game -- Conclusion -- Chapter 9: Tying It All Together -- Websites For Collaboration and Assets -- Itch.io -- GamedevMarket.net -- OpenGameArt -- MonoGame.Net -- In Conclusion -- Index. 608 $aElectronic books. 676 $a794.81536 700 $aSalin$b Louis$01073361 701 $aMorrar$b Rami$01073362 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910506386003321 996 $aGame Development with MonoGame$92569509 997 $aUNINA