Pixel shaders make it easy to do some cool things. ![]() SpriteBatch.End tells MonoGame that we’re done with this batch, and it should draw everything out to the screen.using full white leaves the image unaltered. Color.White represents the TINT to apply to the sprite.for example, LittleDude.png might be an 80×20 image, where each 20×20 square contains the dude facing in a different direction. new Rectangle(0, 0, 20, 20) represents a rectangle of pixels from within the littleDude image to draw.new Vector2(150, 50) represents where on the screen to draw the image.littleDude is the sprite to draw the one we loaded earlier!. ![]() I’ve got a hard on for the pixel aesthetic, but you might want something different for your game. SamplerState.PointClamp means that if we sretch an image, we want a pixelated effect, rather than any kind of smoothing/blurring.BlendState.AlphaBlend means that the alpha channel of the sprite should be respected, and partially-transparent pixels will be blended with whatever is underneath.SpriteSortMode.Deferred means that the sprites will not be drawn until SpriteBatch.End() is called.SpriteBatch.Begin(.) BEGINS the drawing process.SriteBatch.Draw(littleDude, new Vector2(150, 50), new Rectangle(0, 0, 20, 20), Color.White) To draw this sprite on the screen, you’d write something like… SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp) LittleDude here may be called “LittleDude.png” on the disk, but when asking MonoGame to load content files, you leave the file extension off! Remember that MonoGame doesn’t care about your assets’ file extensions. we’ll get to that!ĪLRIGHT: let’s load up a sprite (assuming you have one called “Graphics/Characters/LittleDude.png”) Texture2D littleDude = Content.Load("Graphics/Characters/LittleDude") I may post about how to do that another time for now, you’ll have to google up some help… or just start over again with a new C# project using a MonoGame template!Īlso: the screenshot above shows off some pixel shaders. you CAN create & setup this file manually, but that’s a whole other weird thing. If you don’t have this file, or it won’t open in the MonoGame Pipeline Tool, you may have created a blank C# project, instead of using a MonoGame template. you should have a Content.mgcb file, which, when opened, yields something like this: maybe you even know how to load sprites and move them around the screen! (if so, you’re a little ahead of the game, because the first thing I’m going to show you is…) … Loading & Drawing Sprites!įirst, you’re going to need at least a sprite, and a pixel shader. I’m going to assume that you know C#, and have followed a couple basic MonoGame tutorials. I hope this tutorial can you help you out with that! Assumptions to top it off, MonoGame has a couple of its own little quirks in how it uses pixel shaders, and its toolset is VERY bad at providing error messages when your pixel shader code is bad! put all this together, and it can be really hard to get started using pixel shaders in MonoGame! pixel shaders have their own language, and are pretty low-level, which makes information on them harder to find than, say, how to get input from your gamepad (something EVERYONE wants to do, and which is pretty easy TO do). One of the hardest things – for me – has been using PIXEL SHADERS in MonoGame. ![]() ![]() also, we get full control over things, like the input system (which Unity has its own ideas about that we might find cumbersome for our particular project). It’s fun doing stuff yourself, right? it’s slower, and harder, but that’s fine: we’re LEARNING stuff. Suppose, like me, you’re a crazy person who likes to make 2D games with MonoGame, instead of a super-popular and full-featured IDE like Unity >_>
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