C# XNA - Problem med kollision
Jag håller på och försöker lära mig att göra spel i XNA men har kört fast. Jag har en sprite som är animerad via ett spritesheet. Sprite:en ska åka horisontellt och studsa fram och tillbaka mellan fönstrets kanter, men istället för att ändra riktning när sprite:en slår i den högra väggen så stannar den och börjar flimra vitt. Den sitter alltså fast i väggen och ändrar riktning varje frame så att den inte kommer någonstans.
Jag har använt exakt samma logik i ett annat program med oanimerade sprites för att de ska studsa och där funkar det.
Hela programmet:
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 AnimatedSprites
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture;
Vector2 pos = Vector2.Zero;
Point frameSize = new Point(75, 75);
Point currentFrame = new Point(0, 0);
Point sheetSize = new Point(6,8);
int timeSinceLastFrame = 0;
int millisecondsPerFrame = 50;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
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);
texture = Content.Load<Texture2D>(@images\threerings);
// TODO: use this.Content to load your game content here
}
/// <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();
pos.X += 5;
//pos.Y += 5;
if (pos.X <= 0 || pos.X >= Window.ClientBounds.Width - frameSize.X) pos.X *= -1;
timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > millisecondsPerFrame)
{
timeSinceLastFrame -= millisecondsPerFrame;
++currentFrame.X;
if (currentFrame.X >= sheetSize.X)
{
currentFrame.X = 0;
++currentFrame.Y;
if (currentFrame.Y >= sheetSize.Y)
currentFrame.Y = 0;
}
}
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(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(texture, pos,
new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y),
Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
spriteBatch.End();
base.Draw(gameTime);
}
}
}