Xna 2d game object class




















Next we want to "create" our Sprite object so that it's ready to be used in our Game1. To do that, add the following line of code to the "Initialize" method.

The Initialize method is another one of those methods already created for you when you make a new Windows game. With our Sprite object created, we now need to load it's content. We will do that by calling it's LoadContent method from within the Game1. We will be adding a new line of code and removing the previous code we had written in the LoadContent method.

Now we just need to Draw the Sprite to the screen. To do that, modify the Game1. We removed the previous draw code we had written and instead are now calling the "Draw" method of our sprite object. When you click Build now you should see that happy little Square Guy in the upper left of the screen. The difference is, this time you've written the code to be a little more Object Oriented and so it's a little more reusable for future projects.

To position the Sprite, we will add a new line of code to the LoadContent method. Modify the LoadContent method to look like this. This changes the Position of the sprite so that when the Sprite draws itself, it uses the new positioning information you gave it. You can also change just an individual X and or Y position of the Sprite by writing code like this.

Just another way of accessing and changing the positioning information of your sprite. With the new positioning information you have given the Sprite, go ahead and Build now and watch where the Sprite is drawn. Now that we have our sprite class, adding a second Sprite to the game is really easy.

To add a second sprite, just follow the following steps. Now go ahead and Build your game, you should now see two sprites drawn to the screen in the locations you have given them.

Do you think you could add a third? That's it, congratulations on getting your first and second! It might not seem like a lot, but this is the first step in building up some of the basic concepts you will need for making your first game. Go ahead and experiment a little. If you get stuck on something, take some time to search the forums and see if you can figure it out. Most of all, make sure you're having some fun! Creating a 2D Sprite Drawing your first sprites to the screen Creating a 2D sprite and getting it displayed on the screen is a very quick and painless process using the XNA framework, so let's get started!

No one has a tutorial like this one. This is very very helpful. If you update your source files let us know so we can re-download them instead. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. Camera2D class I first started off making an empty class called Camera2D. Short and sweet. Yea well…it should become standard practice when dealing with XNA so adding it here is trivial.

Bounds; if jamesBounds. Intersects tileBounds james. EDIT tilesList[map[y, x]]. Improve this answer. Community Bot 1.

Justin Skiles Justin Skiles 6 6 silver badges 13 13 bronze badges. This makes my collision work much better. However my problem still stands. The water tiles still have no collision except for the very last one drawn. Could it be because it is not actually placing the object in those places but just drawing the texture and moving the object until it is at it's last position?

I will try to learn from the link to see if it helps, but as of right now I am still stuck so any more suggestions from anyone will be appreciated. Please see my revised answer for more information. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Stack Gives Back Can also be enhanced to support pooling.

View We call them renderers. Controller Same as the renderers, but controls the behaviour. Example The ShipManager has a list of Ships. Why This way the view and the logic are strictly seperated.

Andreas Andreas 6 6 silver badges 10 10 bronze badges. If you are developing on any modern platform, you're already using MVC at multiple levels. You just end up with a lot of people writing "class Modal It is not a pattern with a lot of good planning power. I just explained how we do it. Since the higher level architecture choice makes the lower level design choice obsolete, I consider it a valid answer.

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