By Aaron Reed
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Additional info for Learning XNA 3.0
The GameTime object, which is passed in as a parameter in both the Update and the Draw methods, has a Boolean property called IsRunningSlowly. You can check this property at any time within those methods; if its value is true, XNA isn’t able to keep up with the framerate you have specified. In this case, XNA will actually skip Draw calls in an effort to keep up with your intended speed. This probably isn’t the effect that you desire in any game, so if this ever happens you’ll probably want to warn the user that her machine is having a hard time keeping up with your game.
The game will also exit the game loop if the player presses Alt-F4 or hits the red X button to close down the game window. Your game will typically have some kind of step between when the game loop is exited and when the game ends. For example, if the evil pelican warlord catches Jimmy the Wizard, it would be kind of lame if the game just exited and the game window disappeared. In fact, most users would consider this behavior a bug of some sort. Instead, you’ll typically use some game state logic to cause your Draw call to render some type of game-over screen in place of the gameplay scene.
Draw that you’ve used in the past few examples has a parameter (the third in the list) that allows you to specify a source rectangle, causing only that portion of the source Texture2D object to be drawn. Until now you’ve specified null for that parameter, which tells XNA to draw the entire Texture2D image. ). 0 node on the left. 0) as the template for the project. Name the project AnimatedSprites. Once you’ve created the project, add a subfolder to the Content node in Solution Explorer by right-clicking the Content node and selecting Add ➝ New Folder.
Learning XNA 3.0 by Aaron Reed