# SpriteEffects MonoGame Sample This project demonstrates advanced sprite effects using MonoGame 3.8.* and .NET 8.0 for Windows, DesktopGL, Android, and iOS platforms. ## Project Structure - `Core/` — Shared game logic (`SpriteEffectsGame`), content, and effects - `Platform/` - `Windows/` — Windows-specific entry point and project - `DesktopGL/` — DesktopGL-specific entry point and project - `Android/` — Android entry point, manifest, and project - `iOS/` — iOS entry point, Info.plist, and project - `Processor/` — Custom content pipeline processors (e.g., `NormalMapProcessor`, `TexturePlusAlphaProcessor`) - `Content/` — Prebuilt .xnb assets and effect files (e.g., images, .fx shaders) ## Building and Running ### Prerequisites - .NET 8.0 SDK - MonoGame 3.8.* NuGet packages (restored automatically) - Visual Studio 2022+ or VSCode (with C# Dev Kit recommended) ### Windows - Open `SpriteEffects.sln` in Visual Studio and set `SpriteEffects.Windows` as startup. - Or, in VSCode, use the provided tasks/launch configurations to build and run. ### DesktopGL - Open `SpriteEffects.sln` and set `SpriteEffects.DesktopGL` as startup. - Or, in VSCode, use the provided tasks/launch configurations. ### Android/iOS - Open the solution in Visual Studio 2022+ (Windows: Android, Mac: iOS) and deploy to device/emulator. ## Notes - No Content.mgcb file is used; .xnb files are loaded directly from the Content folder. - Platform-specific code is isolated to minimize #if/#endif usage.