This is the first time I program a game, I want to creat a sound effect on each time I shot a missile, not playing the sound when the missile is on the screen, just right after the character shooted it. Here is the code. Please help me, I tried to do it the whole night :
class Player
{
Texture2D hero;
Vector2 hero_location;
KeyboardState hero_movement;
int missileREA;
public List<adw> missiles = new List<adw>();
ContentManager takeContent;
public void LoadContent(ContentManager Content)
{
hero = Content.Load<Texture2D>("F5S4");
hero_location = Vector2.Zero;
takeContent = Content;
}
public void ShootMissiles(GameTime gameTime)
{
adw missile = new adw();
missile.LoadContent(takeContent);
missile.missile_location = hero_location + new Vector2(hero.Width /2,-50);
missiles.Add(missile);
shot = missiles;
}
public void Update(GameTime gameTime)
{
hero_movement = Keyboard.GetState();
if (hero_movement.IsKeyDown(Keys.W))
{
hero_location.Y -= 5;
}
if (hero_movement.IsKeyDown(Keys.D))
{
hero_location.X += 5;
}
if (hero_movement.IsKeyDown(Keys.S))
{
hero_location.Y += 3;
}
if (hero_movement.IsKeyDown(Keys.A))
{
hero_location.X -= 5;
}
if (hero_movement.IsKeyDown(Keys.NumPad1))
{
missileREA += gameTime.ElapsedGameTime.Milliseconds;
if (missileREA > 200)
{
missileREA = 0;
ShootMissiles(gameTime);
}
}
foreach (adw missile in missiles)
{
missile.Update(gameTime);
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(hero, hero_location, Color.White);
foreach (adw missile in missiles)
{
missile.Draw(spriteBatch);
}
}
public IEnumerable<adw> ShootMissile { get; set; }
public List<adw> shot { get; set; }
}
This is my Game1.cs, where all of my contents are loaded and drawn to the screen under my control.
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player player;
SoundEffect missile1;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
player = new Player();
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 680;
graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
missile1 = Content.Load<SoundEffect>("missile1");
player.LoadContent(Content);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
foreach (adw missile in player.missiles)
{
missile1.Play();
}
player.Update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
player.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
And if this is not the place to ask things like this, just tell me. I will do as you advice.
protected override void Update(GameTime gameTime)
{
....
foreach (adw missile in player.missiles)
{
missile1.Play();
}
....
}
Every single frame / tick of your game (I assume this is 60 times a second) you are trying to play your sound for every bullet you currently store a reference to. Basically, you're playing a sound 60+ times a second.
Load your sound within your Player class, exactly in the same way you load your texture. Call Play() on it every time you create a new bullet with ShootMissiles(gameTime);
Related
I am trying to move a sprite but it won't even let me debug.
When i try to debug i get the following error:
Error 1 The name 'keys' does not exist in the current context
What am i doing wrong? or is it something else? According to multiple sources this is one of the ways to make a sprite move.
I've never been able to use keyboard input to move something or make something happen for some reason. Kinda lost here :(
Here's the code:
public class Game1 : Microsoft.Xna.Framework.Game
{
Texture2D myTexture;
Vector2 spritePosition = Vector2.Zero;
Vector2 spriteSpeed = new Vector2(50.0f, 50.0f);
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
KeyboardState keystate;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
myTexture = Content.Load<Texture2D>("sprite");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
keystate = Keyboard.GetState();
if (keystate.IsKeyDown(keys.right))
spritePosition.X += spriteSpeed.X;
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(myTexture, spritePosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
Use the actual XNA Keys enumeration (MSDN):
protected override void Update(GameTime gameTime)
{
keystate = Keyboard.GetState();
if (keystate.IsKeyDown(Keys.Right))
spritePosition.X += spriteSpeed.X;
}
Remember, C# is case sensitive!
I have 3 classes:
- Game1 (main class)
- Entity (base entity class)
- Player (player class, extends Entity class)
I draw the player class, but after that I can't seem to change the position of the player object.
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//Create a list with all the entities
List<Entity> entityList = new List<Entity>();
//Player
Player player;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//Create player
Texture2D playertexture = Content.Load<Texture2D>("player/player");
Rectangle playerrectangle = new Rectangle(10, 10, playertexture.Width, playertexture.Height);
player = new Player(playertexture, playerrectangle);
entityList.Add(player);
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
this.Exit();
//Update players and entities
player.Update(graphics.GraphicsDevice);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
//Draw player
player.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
class Entity
{
//Standard variables
int health;
int armor;
float speed;
float friction;
//Get graphic and bounding box
Texture2D texture;
Rectangle rectangle;
public Entity(Texture2D newTexture, Rectangle newRectangle){
texture = newTexture;
rectangle = newRectangle;
}
public void Update(GraphicsDevice graphics) {
}
public void Draw(SpriteBatch spriteBatch) {
}
/*
* Modifiers for the variables
*/
public void modifyHealth(int amount) { health = health + amount; }
public void modifyArmor(int amount){ armor = armor + amount; }
public void modifySpeed(float amount) { speed = speed + amount; }
/*
* Getters for variables
*/
public int getHealth() { return health; }
public int getArmor() { return armor; }
public float getSpeed() { return speed; }
public float getFriction() { return friction; }
/*
* Setters for variables
*/
public void setHealth(int amount) { health = amount; }
public void setArmor(int amount) { armor = amount; }
public void setSpeed(float amount) { speed = amount; }
public void setFriction(float amount) { friction = amount; }
/*
* Functions
*/
public void damage(int damage) {
/*
* Calculate health
*
* Armor takes half the damage, if possible
*/
if (damage / 2 >= armor) {
damage = damage / 2;
armor -= damage;
} else if (armor > 0) {
damage -= armor;
armor = 0;
}
health -= damage;
if(health <= 0){
health = 0;
//TODO Death
}
}
}
class Player : Entity
{
//Create player
Entity player;
//Position and velocity
Vector2 position;
Vector2 velocity;
//Texture and rectangle
Texture2D texture;
Rectangle rectangle;
public Player(Texture2D newtexture, Rectangle newrectangle) : base(newtexture, newrectangle) {
texture = newtexture;
rectangle = newrectangle;
//Set basic variables
this.setHealth(100);
this.setArmor(0);
this.setSpeed(10);
this.setFriction(1);
}
public void Update() {
//Movement
if(Keyboard.GetState().IsKeyDown(Keys.Right)){
rectangle.X += 1;
}
rectangle.Y += 4;
}
public void Draw(SpriteBatch spriteBatch) {
spriteBatch.Draw(texture, rectangle, Color.White);
}
}
If there are also general mistakes I make, do point them out, I want to make everything as good as I can now that I'm still learning. Thanks in advance!
Your calling public void Update(GraphicsDevice graphics)
but the movement code is in public void Update()
What I suggest you do is this, use the virtual and override keywords.
In your entity class it should look like this:
public virtual void Update(GraphicsDevice graphics) {
}
And in your player class
public override void Update(GraphicsDevice graphics) {
//ADD MOVEMENT CODE HERE
}
How I can use Exit() in another class? I want to use it in the Intro class, but I always get that „menuinterface.Menu.exit' is never assigned to, and will always have its default value null“ error message. What is wrong?
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private IState currentState;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
currentState = new Intro();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
currentState.Load(Content);
}
protected override void Update(GameTime gameTime)
{
currentState.Update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
currentState.Render(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
public interface IState
{
void Load(ContentManager content);
void Update(GameTime gametime);
void Render(SpriteBatch batch);
}
public class Intro : IState
{
private IState currentState;
private Game1 exit;
Texture2D introscreen;
public void Load(ContentManager content)
{
introscreen = content.Load<Texture2D>("intro");
}
public void Update(GameTime gametime)
{
KeyboardState kbState = Keyboard.GetState();
if (kbState.IsKeyDown(Keys.Space))
currentState = new Menu();
if (kbState.IsKeyDown(Keys.Escape))
exit.Exit();
}
public void Render(SpriteBatch batch)
{
batch.Draw(introscreen, new Rectangle(0, 0, 1280, 720), Color.White);
}
}
Here's your problem:
public class Intro : IState
{
private IState currentState;
private Game1 exit;
Texture2D introscreen;
public void Load(ContentManager content)
{
introscreen = content.Load<Texture2D>("intro");
}
public void Update(GameTime gametime)
{
KeyboardState kbState = Keyboard.GetState();
if (kbState.IsKeyDown(Keys.Space))
currentState = new Menu();
if (kbState.IsKeyDown(Keys.Escape))
exit.Exit(); // ---- this object does not exist
}
public void Render(SpriteBatch batch)
{
batch.Draw(introscreen, new Rectangle(0, 0, 1280, 720), Color.White);
}
}
In this class you are declaring an object called exit but this value is never assigned. You need to instantiate the object before you use it. In your case, I would add the following constructor to resolve your problem.
public Intro(Game1 game)
{
exit = game;
}
You do not assign anything to your exit object, which appears to be of type Game, so this is why you get this error. But why do you need this exit object in the first place?
If you want to quit the game after pressing Escape, use Exit() method. It doesn't require you to use it like in your code. It is as simple as this:
public class Game1 : Microsoft.Xna.Framework.Game
{
// ...
protected override void Update(GameTime gameTime)
{
if (kbState.IsKeyDown(Keys.Escape))
Exit();
base.Update(gameTime);
}
// ...
}
public class Dirt : Tile
{
Vector2 position;
Texture2D texture;
public Dirt(Game game, Vector2 Position)
: base(game)
{
type = "dirt";
textureName = "Textures/Dirt";
position = Position;
}
public override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
texture = Salvage.contentManager.Load<Texture2D>("Textures/Dirt"); // This doesnt work
base.LoadContent();
}
public override void Update(GameTime gameTime)
{
if (InputHandler.KeyDown(Keys.W))
{
position.Y -= 1;
}
else if (InputHandler.KeyDown(Keys.S))
{
position.Y += 1;
}
if (InputHandler.KeyDown(Keys.D))
{
position.X += 1;
}
else if (InputHandler.KeyDown(Keys.A))
{
position.X -= 1;
}
Camera.DesiredPosition = position;
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
Salvage.spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.Transformation);
Salvage.spriteBatch.Draw(texture, position, Color.White);
Salvage.spriteBatch.End();
base.Draw(gameTime);
}
}
The loading seems to work fine if i load it in the Salvage class(Main game class)
Edit:
The error im getting is:
Salvage.spriteBatch.Draw(texture, position, Color.White);
This method does not accept null for this parameter.
Parameter name: texture
Here is the code for Salvage class:
public class Salvage : Microsoft.Xna.Framework.Game
{
public static GraphicsDeviceManager graphics;
public static SpriteBatch spriteBatch;
public static ContentManager contentManager;
public static SpriteFont spriteFont;
public GameStateManager stateManager;
public Rectangle ScreenRectangle = new Rectangle(0, 0, 1024, 768);
public Salvage()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferHeight = ScreenRectangle.Height;
graphics.PreferredBackBufferWidth = ScreenRectangle.Width;
Content.RootDirectory = "Content";
contentManager = Content;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
spriteFont = Content.Load<SpriteFont>("Fonts/DefaultSpriteFont"); // This works fine
stateManager = new GameStateManager(this);
GameplayState gameplayState = new GameplayState(this, stateManager);
Components.Add(new InputHandler(this));
Components.Add(new Camera(this, ScreenRectangle));
Components.Add(stateManager);
stateManager.ChangeState(gameplayState);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || InputHandler.KeyReleased(Keys.Escape))
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}
And the code for Tile
public abstract class Tile : Microsoft.Xna.Framework.DrawableGameComponent
{
public string textureName;
public string type;
public Tile(Game game)
: base(game)
{
}
public override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
base.LoadContent();
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
}
}
Edit:
Here is the GamePlayState class
public class GameplayState : GameState
{
public GameplayState(Game game, GameStateManager manager)
: base(game, manager)
{
childGameComponents.Add(new Dirt(game, new Vector2(0, 0)));
}
public override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
base.LoadContent();
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
}
}
I have seen your problem. You declare the contentManager variable, but you never assign it until the LoadContent method. If you are loading Dirt before this, you won't have a valid ContentManager variable causing it to fail.
In your constructor of your Salvage class, add the following line:
contentManager = Content;
This should resolve your issue.
I'm trying to encapsulate my game objects by having them extend Mircosoft.Xna.Framework.GameCompenent, then merely constructing them and managing them in the Update() method of Game1. I have my Game1 class, a Player class, and an Animation class. Animations are supposed manage the Texture2D changes of an object, in this instance Player.
My problem is that even though I have successfully extended everything, have no syntax errors, no exceptions thrown, and have checked and re-checked what little code I have written, the override functions are not called and I end up with a black screen.
Game1.cs: (note that the only two lines changed are for the Player declaration)
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player player;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
player = new Player(this);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
base.Draw(gameTime);
}
}
Player.cs:
class Player : Microsoft.Xna.Framework.DrawableGameComponent
{
Rectangle bounds;
Texture2D t;
Animation[] animations = new Animation[4];
String path = #"..\..\..\Content\player.png";
#region Animation Constants
private const int WALK_RIGHT = 0;
#endregion
SpriteBatch spriteBatch;
public Player(Game game) : base(game)
{
//should only ever be one player, all value defaults set in Initialize()
}
public Texture2D T
{
get { return t; }
}
public Rectangle Bounds
{
get { return bounds; }
}
public override void Initialize()
{
base.Initialize();
bounds = new Rectangle(0, 0,
System.Drawing.Image.FromFile(path).Width,
System.Drawing.Image.FromFile(path).Height
);
t = Game.Content.Load<Texture2D>("player");
animations[0] = new Animation(this.Game, "player", "walking", 3);
}
protected override void LoadContent()
{
base.LoadContent();
spriteBatch = new SpriteBatch(this.Game.GraphicsDevice);
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
KeyboardState k = Keyboard.GetState();
if (k.IsKeyDown(Keys.Right)) //walk right
{
bounds.X += 3;
if (animations[WALK_RIGHT].Playing)
{
t = animations[WALK_RIGHT].getTexture();
}
else
{
animations[WALK_RIGHT].Play();
}
}
else if (animations[WALK_RIGHT].Playing)
animations[WALK_RIGHT].Stop();
}
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
spriteBatch.Begin();
spriteBatch.Draw(t, bounds, Color.White);
spriteBatch.End();
}
}
Animation.cs:
class Animation : Microsoft.Xna.Framework.GameComponent
{
Game game;
String name; //name of default sprite; standing, unmoving, neutral, etc. The rest of the animation sprite names should derive from this
String keyword;
int frameCount;
int delay; //frames between texture change
String[] paths; //texture pathnames generated by the MakePaths() function
int currentFrame = 0;
int delayCount = 0;
bool playing = false;
public Animation(Game associatedGame, String nameVal, String keywordVal, int frameCountVal)
: base(associatedGame)
{
name = nameVal;
keyword = keywordVal;
frameCount = frameCountVal;
paths = MakePaths();
delay = 10;
}
public Animation(Game associatedGame, String nameVal, String keywordVal, int frameCountVal, int delayVal)
: base(associatedGame)
{
name = nameVal;
keyword = keywordVal;
frameCount = frameCountVal;
paths = MakePaths();
delay = delayVal;
}
private String[] MakePaths()
{
//format: name_keyword_anim[i]
//format example: player_walking_anim1
String[] temp = new String[frameCount];
for (int i = 0; i < frameCount; i++)
{
temp[i] = name + "_" + keyword + "_" + "anim" + i.ToString();
}
return temp;
}
public Texture2D getTexture()
{
return Game.Content.Load<Texture2D>(paths[currentFrame]);
}
public void Play()
{
playing = true;
}
public void Stop()
{
currentFrame = 0;
delayCount = 0;
playing = false;
}
public bool Playing
{
get { return playing; }
}
public override void Update(GameTime gameTime)
{
if (playing)
{
if (delayCount == delay)
{
delayCount = 0;
if ((currentFrame + 1) == frameCount) currentFrame = 0;
else currentFrame++;
}
else delayCount++;
}
base.Update(gameTime);
}
public override string ToString()
{
return "params: " + name + "," + keyword + "," + frameCount.ToString() + "\nUsing paths: " + paths;
}
}
The only LoadContent, Initialize, Update, and Draw methods that are called are the ones in Game1. What really baffles me is that I was able to use this technique before without issue. These functions would be called naturally by the Xna update process.
So... why is this?
You need to add game Components to the Components collection to have them called automatically
protected override void Initialize()
{
player = new Player(this);
Components.Add(player);
base.Initialize();
}
See http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.game.components.aspx