Hello to all,
I made a simple program, like described here:
https://jamessadlier.wordpress.com/tutorials/xna-4-0-collision-detection/
to detect a collision in XNA and to bounce the ball off the block and of the wall.
(I have a "pics" Folder where I have the both pictures: the ball and the block.) But nothing happens. The ball doesn't move at all. What am I doing wrong?
What I have tried:
I tried this code and read related literature
I made a simple program, like described here:
https://jamessadlier.wordpress.com/tutorials/xna-4-0-collision-detection/
to detect a collision in XNA and to bounce the ball off the block and of the wall.
(I have a "pics" Folder where I have the both pictures: the ball and the block.) But nothing happens. The ball doesn't move at all. What am I doing wrong?
What I have tried:
I tried this code and read related literature
- 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 game19Addition
- {
- // This is the main type for your game
- public class Game1 : Microsoft.Xna.Framework.Game
- {
- //this class has a property: GraphicsDevice that represents the actual graphics device on your PC.
- //everything you do on screen in your XNA games will run through this object
- GraphicsDeviceManager graphics;
- //this is the core object to to draw sprites(2d or 3d image inegrated into a large scene)
- SpriteBatch spriteBatch;
- Texture2D spriteTexture1;
- Rectangle ballBounds;
- Vector2 ballPosition;
- Vector2 ballVelocity;
- Texture2D spriteTexture2;
- Rectangle blockBounds;
- Vector2 blockPosition;
- public Game1()
- {
- graphics = new GraphicsDeviceManager(this);
- Content.RootDirectory = "Content";
- }
- ///
- /// 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.
- ///
- protected override void Initialize()
- {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- ///
- /// LoadContent will be called once per game and is the place to load
- /// all of your content.
- ///
- protected override void LoadContent()
- {
- // Create a new SpriteBatch, which can be used to draw textures.
- spriteBatch = new SpriteBatch(GraphicsDevice);
- // TODO: use this.Content to load your game content here
- ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
- this.GraphicsDevice.Viewport.Height * 0.25f);
- ballVelocity = new Vector2(0, 1);
- spriteTexture1 = Content.Load
(@"pics/ball"); - ballBounds = new Rectangle((int)(ballPosition.X - spriteTexture1.Width / 2),
- (int)(ballPosition.Y - spriteTexture1.Height / 2),
- spriteTexture1.Width,
- spriteTexture1.Height);
- blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2,
- this.GraphicsDevice.Viewport.Height * 0.75f);
- spriteTexture2 = Content.Load
(@"pics/block"); - //create rectangles based off the size of the textures
- blockBounds = new Rectangle((int)(blockPosition.X - spriteTexture2.Width / 2),
- (int)(blockPosition.Y - spriteTexture2.Height / 2),
- spriteTexture2.Width,
- spriteTexture2.Height);
- }
- ///
- /// UnloadContent will be called once per game and is the place to unload
- /// all content.
- ///
- protected override void UnloadContent()
- {
- // TODO: Unload any non ContentManager content here
- }
- ///
- /// Allows the game to run logic such as updating the world,
- /// checking for collisions, gathering input, and playing audio.
- ///
- /// Provides a snapshot of timing values.
- protected override void Update(GameTime gameTime)
- {
- // Allows the game to exit
- if (Keyboard.GetState().IsKeyDown(Keys.F12))
- this.Exit();
- // TODO: Add your update logic here
- if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds))
- {
- ballVelocity = -ballVelocity;
- ballPosition += ballVelocity;
- }
- else
- {
- ballPosition += ballVelocity;
- }
- //update boundig boxes
- ballBounds.X = (int)ballPosition.X;
- blockBounds.Y = (int)ballPosition.Y;
- blockPosition.X = (int)blockPosition.X;
- blockPosition.Y = (int)blockPosition.Y;
- base.Update(gameTime);
- }
- ///
- /// This is called when the game should draw itself.
- ///
- /// Provides a snapshot of timing values.
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- spriteBatch.Begin();
- spriteBatch.Draw(spriteTexture1, ballPosition, Color.White);
- spriteBatch.Draw(spriteTexture2, blockPosition, Color.White);
- spriteBatch.End();
- base.Draw(gameTime);
- }
- }
- }
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