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
}
Related
I'm using XNA to create a Space Invaders copy. So I'm animating many sprites with the same logic placed in their own class, but using different values for most vars. Here is my way of animating from spritesheets:
Texture2D playerTex;
Vector2 playerPos = new Vector2(x, y), playerOrigin;
Rectangle playerHitBox;
float animationTimer = 0f, animationInterval = 100f;
int currentFrame = 1, frameWidth = example number, frameHeight = example number 2;
public void LoadContent(ContentManager Content)
{
playerTex = Content.Load<Texture2D>("ship");
}
public void Update(GameTime gameTime)
{
playerHitBox = new Rectangle(currentFrame * frameWidth, 0, frameWidth, frameHeight);
playerOrigin = new Vector2(playerHitBox.X / 2, playerHitBox.Y / 2);
animationTimer += (float)gameTime.ElapsedGameTime.Milliseconds;
if (animationTimer > animationInterval)
{
currentFrame++;
animationTimer = 0f;
}
if (currentFrame == 2)
{
currentFrame = 0;
}
playerHitBox = new Rectangle(currentFrame * frameWidth, 0, frameWidth, frameHeight);
playerOrigin = new Vector2(playerHitBox.Width / 2, playerHitBox.Height / 2);
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(playerTex, playerPos, playerHitBox, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
Instead of using this logic for every animating object within its own class I'm looking for a way to create a sprite class anduse inheritance to Update()/Draw() the sprite. Could something like this be a good approach for the Draw() method?
public void Draw(Texture2D spriteTex, Vector2 spritePos, Nullable<Rectangle> spriteSourceRect, Color spriteColor, Single spriteRotation, Vector2 spriteOrigin, Vector2 spriteScale, SpriteEffects spriteEffects, Single spriteLayerDepth, SpriteBatch spriteBatch)
{
if (spriteTex != null)
{
spriteBatch.Draw(spriteTex, spritePos, spriteSourceRect, spriteColor, spriteRotation, spriteOrigin, spriteScale, spriteEffects, spriteLayerDepth);
}
}
You can:
Create Sprite class to keep common animation properties like texture, duration and current index.
Create Invider class for custom data like position, health and other.
Create a collection to store custom data for each object in game class.
For example:
class Sprite
{
public Texture2D texture;
public Rectangle Frame;
private frameIndex;
private frameCount;
private frameDuration;
private frameInterval;
public Sprite(Texture pTexture, ...)
{
// init sprite data
}
public Update(GameTime pGameTime)
{
// update sprite data
}
}
class Invider
{
private Sprite Sprite;
public Vector2 Porision;
public int Health;
public Invider(Sprite pSprite, Vector2 pPosition)
{
this.Sprite = pSprite;
this.Position = pPosition;
}
public void Update(GameTime pGameTime)
{
// update invider data
}
public void Draw(SpriteBatch pSpriteBatch)
{
pSpriteBatch.Draw(this.Sprite.Texture, this.Sprite.Frame, this.Position, Color.White);
}
}
public class Game1 : Game
{
private SpriteBatch spriteBatch;
private Dictionary<int, Invider> invidersByID;
private Sprite inviderSprite;
public override Initialize()
{
// fill inviderByID collection
}
public override LoadData()
{
// create inviderSprite
}
public static UpdateStatic(GameTime pGameTime)
{
// update static data like frame index
}
public override void Update(GameTime pGameTime)
{
this.inviderSprite.Update(pGameTime);
foreach(Invider invider in invidersByID.Values){
{
invider.Update(pGameTime);
}
}
public override Draw(SpriteBatch pSpriteBatch)
{
this.spriteBatch.Begin();
foreach(Invider invider in invidersByID.Values){
{
invider.Update(pGameTime);
}
this.spriteBatch.End();
}
}
I am trying to call a 'shoot laser' function, which is in my ProjectileManager Class, from my Player class controls.
Thing is, when I call the exact same function from either my ProjectileManager or the Game1 (main game) class - it works. otherwise I am getting a null on the sprite.
I am doing a content.load on the sprite in projectilemanager class, which works fine when i call the shoot laser function from either the projectilemanager itself or the main game - but not the player class?
note: ive cut out alot of pointless additional functions within these classes for readability
Game1 Class
public class Game1 : Microsoft.Xna.Framework.Game
{
// CLASSES
Player myPlayer;
ProjectileManager projectileManager = new ProjectileManager();
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
projectileManager.ContentLoad(Content);
}
protected override void Update(GameTime gameTime)
{
if (Keyboard.GetState().IsKeyDown(Keys.V)) //SHOOT LASER TEST - WORKS
{
projectileManager.ShootLaser(new Vector2(5, 5), 5, 1, new Vector2(0, 0), 0, 0);
}
myPlayer.Update();
projectileManager.Update();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
GraphicsDevice.SamplerStates[0] = noFilter;
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
myPlayer.Draw(spriteBatch);
projectileManager.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
Player Class
class Player
{
// Inherent classes
ProjectileManager projectileManager = new ProjectileManager();
Texture2D sprite;
public Vector2 direction;
float speed;
float health;
int spriteType;
public void Update()
{
UpdateControls();
}
void UpdateControls()
{
if (Keyboard.GetState().IsKeyDown(Keys.Space)) //SHOOT LASER - DOESNT WORK
{
projectileManager.ShootLaser(new Vector2(5, 5), 5, 1, new Vector2(0, 0), 0, 0);
}
}
}
Projectile Manager Class
class ProjectileManager
{
//Lists
List<Projectile> projectiles = new List<Projectile>();
//Sprites
Texture2D sprite;
Texture2D spriteLaser;
//Attributes
Vector2 position;
Vector2 dimensions;
int attackPower;
int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target
int team; //the team that the laser is on for collision
Vector2 direction;
float speed;
public ProjectileManager(){}
public void Update()
{
if (Keyboard.GetState().IsKeyDown(Keys.E))
{
ShootLaser(new Vector2(5,5), 5, 1, new Vector2(0,0), 0, 0);
}
foreach (Projectile each in projectiles)
{
each.Update();
}
}
public void ContentLoad(ContentManager content)
{
spriteLaser = content.Load<Texture2D>("playerLaser");
}
public void Draw(SpriteBatch spritebatch)
{
foreach (Projectile each in projectiles)
{
each.Draw(spritebatch);
}
}
public void ShootLaser (Vector2 a_position, int a_attackPower, float a_speed, Vector2 a_direction, int a_moveType, int a_team)
{
position = a_position;
attackPower = a_attackPower;
speed = a_speed;
direction = a_direction;
moveType = a_moveType;
team = a_team;
projectiles.Add(new Projectile(spriteLaser, position, 5, 2, new Vector2(0,1), 0, 0));
}
}
projectile class
class Projectile
{
Vector2 position;
int attackPower;
int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target
int team; //the team that the laser is on for collision
Texture2D sprite;
Vector2 direction;
float speed;
public Projectile(Texture2D a_sprite, Vector2 a_position, int a_attackPower, float a_speed, Vector2 a_direction, int a_moveType, int a_team) //possibly add another variable for hitting other projetiles / cancelling them out
{
sprite = a_sprite;
position = a_position;
attackPower = a_attackPower;
speed = a_speed;
direction = a_direction;
moveType = a_moveType;
team = a_team;
}
public void Update()
{
//movement
// if movetype = 1
if (moveType == 0) // straight line
{
position.Y++;
//position += direction * speed;
}
}
//public Rectangle GetRectangle()
//{
// return new Rectangle((int)m_position.X, (int)m_position.Y, (int)m_dimensions.X, (int)m_dimensions.Y);
//}
// We pass-in a 'SpriteBatch' object so this function
// can call the 'Draw' function on it.
public void Draw(SpriteBatch spritebatch)
{
spritebatch.Draw(sprite, position, Color.White);
}
}
Ive just started learning C#, I cant find any reference to why in the game and projectile manager classes the shootlaser function works, but calling from the player yields no results.
ive tried to debug using breakpoints and from what I can gather the projectile Texture2D sprite is returning a null when the function is called through the player class..
Thoughts?
Thanks
Add a ContentLoad method to your Player class and call the projectileManager.ContentLoad there then call myPlayer.ContentLoad in Game1.LoadContent Method
public class Game1 : Microsoft.Xna.Framework.Game
{
// CLASSES
Player myPlayer;
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
myPlayer.ContentLoad(CoolContent);
}
player class:
class Player
{
// Inherent classes
ProjectileManager projectileManager = new ProjectileManager();
Texture2D sprite;
public Vector2 direction;
float speed;
float health;
int spriteType;
public void LoadContent(CoolContentType coolContent)
{
projectileManager.LoadContent(coolContent);
}
public void Update()
{
UpdateControls();
}
in addition to linking your ContentLoad Method calls. you should get rid of the Texture2D in the Projectile class because it is redundant.
all you need is the values from the Projectiles in your Draw calls while ProjectileManager stores the texture.
class ProjectileManager
{
//Lists
List<Projectile> projectiles = new List<Projectile>();
//Sprites
Texture2D sprite;
Texture2D spriteLaser;
//Attributes
Vector2 position;
Vector2 dimensions;
int attackPower;
int moveType; //0 = direction based, 1 = homing on player, 3 = hybrid of both (like a missile that fires straight then turns towards target
int team; //the team that the laser is on for collision
Vector2 direction;
float speed;
public ProjectileManager(){}
public void Update()
{
if (Keyboard.GetState().IsKeyDown(Keys.E))
{
ShootLaser(new Vector2(5,5), 5, 1, new Vector2(0,0), 0, 0);
}
foreach (Projectile each in projectiles)
{
each.Update();
}
}
public void ContentLoad(ContentManager content)
{
spriteLaser = content.Load<Texture2D>("playerLaser");
}
public void Draw(SpriteBatch spritebatch)
{
spritebatch.Begin();
foreach (Projectile p in projectiles)
{
spritebatch.draw(spriteLaser, p.position,Color.CoolColor);//see how I use the projectile info (p.position). it doesn't need it's own texture :)
}
spritebatch.End();
}
im working on a pong game, and im trying to make so when the ball collides the paddle, it bounces off..as simple as that. But when i use rectangles, cus i think using if(ballRect.Intersects(gPaddle.gRect)) is the best way of making a collision.
But when i start my game, everything goes wrong, the ball dissappears, and the paddle textures gets wierd, a part of it doesnt follow the paddle and yeah.. heres the code:
GreenPaddle.cs:
public class GreenPaddle
{
public Texture2D gPtexture;
public Vector2 position;
public Rectangle gpRect;
public Vector2 origin;
public int speed = 2;
public GreenPaddle()
{
}
public void LoadContent(ContentManager Content)
{
gPtexture = Content.Load<Texture2D>("greenpaddle");
position = new Vector2(20, 200);
gpRect = new Rectangle((int)position.X, (int)position.Y,
gPtexture.Width, gPtexture.Height);
}
public void Update(GameTime gameTime)
{
KeyboardState keyState = Keyboard.GetState();
//Movement
PaddleMovement();
//Border Collision
isCollidingWithBorders();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(gPtexture, position, gpRect, Color.White);
}
public Boolean isCollidingWithBorders()
{
if (position.Y < 83 && gpRect.Y < 83)
{
position.Y = 83;
gpRect.Y = 83;
return true;
}
if (position.Y > 400 && gpRect.Y > 400)
{
position.Y = 400;
gpRect.Y = 400;
return true;
}
else { return false; }
}
public void PaddleMovement()
{
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.W))
{
position.Y -= speed;
gpRect.Y -= speed;
}
if (keyState.IsKeyDown(Keys.S))
{
position.Y += speed;
gpRect.Y += speed;
}
}
}
Ball.cs:
public class Ball
{
GreenPaddle gPaddle = new GreenPaddle();
Texture2D ballTexture;
Vector2 ballPosition;
Rectangle ballRect;
int speed = 2;
bool movingUp, movingLeft;
public Ball()
{
movingLeft = true;
movingUp = true;
}
public void LoadContent(ContentManager Content)
{
ballTexture = Content.Load<Texture2D>("ball");
ballPosition = new Vector2(380, 225);
ballRect = new Rectangle((int)ballPosition.X, (int)ballPosition.Y,
ballTexture.Width, ballTexture.Height);
}
public void Update(GameTime gameTime)
{
BallMovement();
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(ballTexture, ballPosition, ballRect, Color.White);
}
public void BallMovement()
{
if (movingUp) { ballPosition.Y -= speed; ballRect.Y -= speed; }
if (!movingUp) { ballPosition.Y += speed; ballRect.Y += speed; }
if (movingLeft) { ballPosition.X -= speed; ballRect.X -= speed; }
if (!movingLeft) { ballPosition.X += speed; ballRect.X += speed; }
if (ballRect.Intersects(gPaddle.gpRect))
movingLeft = false;
if (ballPosition.Y < 85)
{
movingUp = false;
}
}
}
Game1.cs:
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D BackGround;
GreenPaddle gPaddle = new GreenPaddle();
Ball ball = new Ball();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = 500;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
BackGround = Content.Load<Texture2D>("pongBG");
gPaddle.LoadContent(Content);
ball.LoadContent(Content);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
gPaddle.Update(gameTime);
ball.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(BackGround, new Vector2(0f, 0f), Color.White);
gPaddle.Draw(spriteBatch);
ball.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
What should i do? What am i missing?
Thanks in advance :)
The collision test is inside the Ball class. In it you are testing whether the ball collides with a private member of the class called gPaddle, NOT the one that your game uses and that you update and draw.
Replace
GreenPaddle gPaddle = new GreenPaddle();
with
GreenPaddle gPaddle;
...
public Ball(GreenPaddle paddle)
{
this.gPaddle = paddle;
}
Also, don't use 2 booleans and a scalar to denote velocity. Use a Vector2. Your BallMovement method is wrong as well. You should reflect the ball upon intersection in the paddle which means to reverse its direction in BOTH x and y axes:
With 2 bools:
if (ballRect.Intersects(gPaddle.gpRect))
{
movingLeft = !movingLeft
movingTop = !movingTop;
}
With a Vector2 as speed:
if (ballRect.Intersects(gPaddle.gpRect))
{
velocity = -velocity;
}
I was just messing around with XNA and trying to get a simple player class that could move around through keyboard controls. I can't seem to get it to draw the way I have it set up now though. I'm not seeing what error I'm making.
Here's the Actor base class:
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace RunnerTEst
{
class Actor
{
public static List<Actor> actors;
public Texture2D texture;
protected Vector2 position;
protected float rotation;
protected float scale;
protected Color color;
#region Constructors
static Actor()
{
actors = new List<Actor>();
}
public Actor(Texture2D texture)
{
actors.Add(this);
this.texture = texture;
this.position = Vector2.Zero;
this.rotation = 0f;
this.scale = 1f;
}
#endregion
#region Properties
public Vector2 Position
{
get { return this.position; }
set { this.position = value; }
}
public Vector2 Origin
{
get { return new Vector2(this.position.X + this.texture.Width / 2,
this.position.Y + this.texture.Height / 2); }
}
public float Rotation
{
get { return this.rotation; }
set { this.rotation = value; }
}
public float Scale
{
get { return this.scale; }
set { this.scale = value; }
}
public Color Color
{
get { return this.color; }
set { this.color = value; }
}
public float Width
{
get { return this.texture.Width; }
}
public float Height
{
get { return this.texture.Height; }
}
#endregion
#region Methods
public virtual void Update(GameTime gameTime)
{
}
public virtual void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(this.texture, this.position, this.color);
}
#endregion
}
}
Player class:
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace RunnerTEst
{
class Player : Actor
{
private const float speed = 5f;
protected Vector2 velocity;
private static KeyboardState currState, prevState;
static Player()
{
currState = prevState = Keyboard.GetState();
}
public Player(Texture2D texture, Vector2 position)
: base(texture)
{
this.position = position;
this.velocity = Vector2.Zero;
}
public override void Update(GameTime gameTime)
{
this.HandleInput();
this.position += this.velocity;
foreach (Actor actor in Actor.actors)
{
if (this == actor)
continue;
this.CheckCollision(actor);
}
base.Update(gameTime);
}
public override void Draw(SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
}
public void CheckCollision(Actor actor)
{
//--left/right sides
if (this.position.X + this.Width > actor.Position.X) //right of this hitting left actor
{
this.position.X = actor.Position.X - this.Width;
}
else if (this.position.X < (actor.Position.X + actor.Width))//left this hit right actor
{
this.position.X = actor.Position.X + actor.Width;
}
//--top/bottom
if (this.position.Y + this.Height > actor.Position.Y) //this bottom hit actor top
{
this.position.Y = actor.Position.Y - this.Width;
}
else if (this.position.Y < (actor.Position.Y + actor.Height))//this top hit actor bottom
{
this.position.Y = actor.Position.Y + actor.Height;
}
//TODO: check screen bounds
}
public void HandleInput()
{
currState = Keyboard.GetState();
if (currState.IsKeyDown(Keys.W))
{
this.velocity.Y = -speed;
}
else if (currState.IsKeyDown(Keys.S))
{
this.velocity.Y = speed;
}
else
{
this.velocity.Y = 0f;
}
if (currState.IsKeyDown(Keys.A))
{
this.velocity.X = -speed;
}
else if (currState.IsKeyDown(Keys.D))
{
this.velocity.X = speed;
}
else
{
this.velocity.X = 0f;
}
prevState = currState;
}
}
}
and lastly, the game:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace RunnerTEst
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D playerTexture;
Player me;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
playerTexture = Content.Load<Texture2D>(#"Textures\player");
me = new Player(playerTexture, new Vector2(200, 200));
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
me.Update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
me.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Thanks in advance for your time!
I looked through it, and it looks like you never define the Actor's color property. This means that the color variable defaults to black, which means that the tint given to the Draw line (spriteBatch.Draw(this.texture, this.position, this.color);) is Black, which hides the sprite.
Just set the color of the Actor to white somewhere (I just set it underneath me = new Player(playerTexture, new Vector2(200, 200));).
So the new LoadContent would look like:
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
playerTexture = Content.Load<Texture2D>(#"Textures\player");
me = new Player(playerTexture, new Vector2(200, 200));
me.Color = Color.White;
}
Hope that helps,
max
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