C# XNA: Attempting to get player ship to fire - c#

Im creating an asteroids game and am having an issue trying to get my player ship to fire.
Below is the code for what i believe should get the player ship to fire
public void Fire()
{
if (RocketshotDelay >= 0)
RocketshotDelay--;
if (RocketshotDelay <= 0)
{
rocketshotPosition = new Vector2(rocketshotPosition.X + 32 - rocketshotTexture.Width / 2, rocketshotPosition.Y + 30);
isVisible = true;
if (RocketshotDelay == 0)
RocketshotDelay = 15;
public void UpdateRocketshot()
{
rocketshotPosition.Y = rocketshotPosition.Y - speed;
if (rocketshotPosition.Y <= 0)
isVisible = false;
}
I think this should get my player ship to fire but as of yet, i havent been able to get the ship to fire. Any suggestions on any issues in my code would be grateful. Cheers

I can't answer in the comments yet.
Possible issues:
Make sure if you're using the "base.Update()" code and "base.Draw()" functions that you have done "Components.Add(RocketShot Instance Name)" or "Components.Add(this)"
Is the firing code located inside of the actual rocketship or rocketshot class?
If it is inside of the rocketshot class (which it seems like it is), then ask yourself and see where the initial rocketshot position is. It seems as though you simply offset it, but where is it being offset from? is the rocketshot perhaps off at x:0 y:0 to begin with? or are you sure it's tracking next to the ship?
Your rocketshot delay might also not be working correctly. You only reset the rocketshot to 15 if it is EQUAL to 0. Not if it is less than. But you can trigger that code even if it is -1 or anything else negative. This means that maybe you'll get your first shot, but if the delay goes beyond 0 (-1 to anything else negative), your bullet won't reset. If this happens your rocketshot will probably keep reseting.
Make sure your speed is reasonable. Maybe first test it with a small number.
Make sure your trigger and fire code considers a button being released and not just pressed and held down. Meaning use a previousKeyState and a currentKeyState. Otherwise it might keep triggering. (And with the delay issue this might cause it to always reset all the time).
if (RocketshotDelay <= 0) //This will trigger and reset all the time
RocketshotDelay = 15;

Related

Unity, Coroutine acts different on Android

Next code below acts different on Android, while in Editor it acts as supposed:
private IEnumerator CountTo(int target)
{
yield return new WaitForSeconds(0.5f);
int start = 0;
do
{
ScoreText.text = string.Format(scoreText, start);
if (start != 0)
{
SoundManager.instance.Play(ScoreSound, default, 0.4f);
}
start++;
yield return new WaitForSeconds(0.33f);
}
while (start <= target);
}
In editor, when it called, it waits for 0.5 seconds before launch (to wait Complete level sound to play), counts to target one by one with playing ScoreSound each time (except the first one) when score changes.
On Android it firsts plays all of the the needed ScoreSound sounds and only then, SLOWLY (almost like with lags) changes the UI score. In debugger, step by step, everything works fine. Using the Profiler, FPS is stable when this happens.
Any idea what can be causing this?
Thanks!
OK, guys, sorry, I figured it out, the answer is actually really stupid... So it turns out that this was happening because of the Post Processing Stack's Depth of Field, it was activated during Level Complete phase and when the CountTo was called, so it seems that these two somehow interfered each other, so I've got what I've got.
Sorry again! Thanks!

WaitForSeconds Gradually become out of Sync... Unity

I am creating a rythm VR game for google cardboard, inspired by Beat Saber on PSVR and Oculus Rift.
The concept is that blocks with different directions come at you, following the rythm of the music, just like in Beat Saber.
For every music I have created a ScriptableObject called music, with every parameter it should contain like the difficulty of the song, the name, etc. but also an array of Vector3 called notes : the first float of the Vector corresponds to the time the note should be beaten in the rythm of the music starting from 0: ScriptableObject
Then in a script called SlashSpawnManagement, where every thing is based on WaitForSeconds(), I spawn the blocks to smash. It's realy hard for me to explain wih words the order I do it in, so here is an image : Explanation
In theory, what this script does, it waits for some time, spawns a block, waits for some time, spawn a block, etc. The logic seems okay, but here's the weird part. As you play the song the distance between each block gradually becomes bigger and bigger, meaning the blocks become more and more out of sync with the music. It starts very well, but at the end of the music there is at least a 5s gap.
I figured it has something to do with the frame rate drop, so I tried to set the frameRate to something low with :
QualitySettings.vSyncCount = 0; // VSync must be disabled
Application.targetFrameRate = 30;
But it doesn't solve the problem. I tried with WaitForSecondsRealtime instead of WaitForSeconds, but nothing changes. I have read somewhere that WaitForSeconds depends on the frame rate... Where I calculated the time, I tried sustractng h divided by a number to even out the gradual gap. This works for some blocks but not every block: Notes[j][0] - h / 500
So here's my question, how do I make the WaitForSeconds, or any other method consistent with the seconds provided ?
Thank you In advance,
PS : For more clarifications, please ask and please forgive my typos and my english :)
If you want something to happen in regular time intervals, it is important to make sure that errors don't accumulate.
Don't:
private IEnumerable DoInIntervals()
{
while (this)
{
yield return new WaitForSeconds(1f); // this will NOT wait exactly 1 second but a few ms more. This error accumulates over time
DoSomething();
}
}
Do:
private IEnumerable DoInIntervals()
{
const float interval = 1f;
float nextEventTime = Time.time + interval;
while (this)
{
if (Time.time >= nextEventTime)
{
nextEventTime += interval; // this ensures that nextEventTime is exactly (interval) seconds after the previous nextEventTime. Errors are not accumulated.
DoSomething();
}
yield return null;
}
}
This will make sure your events happen in regular intervals.
Note: Even though this will be regular, it does not guarantee that it will stay in sync with other systems like audio. That can only be achieved by having a shared time between systems, like spender mentioned in his comment on your question.
Trying to use WaitForSeconds the timing of audio and hope for the best is hoping a big hope.
Have a list of Vector3s prepared in advance. If you want to prepare the list using the rythm - it will work. Use AudioSource's time to check every Update whether the timing is right and spawn a block at that moment.
void Update () {
SpawnIfTimingIsRight();
}
void SpawnIfTimingIsRight() {
float nextTiming = timingsArray[nextIndex].x;
// Time For Block To Get To Position
float blockTime = this.blockDistanceToTravel / this.blockSpeed;
float timeToSpawnBlock = nextTiming - blockTime;
if (this.audioSource.time >= nextTiming && (this.audioSource.time - Time.deltaTime) < nextTiming) {
// Spawn block
}
}

Sprites failing to update properly

I have a simple 2D top down survival game where the player simply has to 'run away'/ not collide with the enemies on screen for 30 seconds each round.
After every increment in level the number of each enemy increases.
The Problem
One of my enemy types is in a searching/sleeping state until the player comes a certain distance towards it, then it is in a chasing state, and stays that way until the round ends.
On the earlier rounds where there's only around 30 enemies on screen at once all behaviours work fine. However when i start getting to around a 60+ enemy count this certain enemy seems to chase the player for a little while then seems to go back into the sleeping state - which seems odd considering the following;
public override void Update(SpriteManager inManager)
{
this.spriteRectangle.X = (int)position.X;
this.spriteRectangle.Y = (int)position.Y;
if (this.collisionRectangle.Intersects(inManager.player.spriteRectangle))
this.spriteState = SpriteState.Chasing;
if (this.spriteState == SpriteState.Chasing)
{
CheckForPlayer(inManager);
if (this.spriteRectangle.Intersects(inManager.player.spriteRectangle))
{
inManager.player.spriteState = SpriteState.Dead;
}
}
base.Update(inManager);
}
private void CheckForPlayer(SpriteManager inManager)
{
if (this.position.X > inManager.player.position.X)
this.position.X -= X_SPEED;
else
this.position.X += X_SPEED;
if (this.position.Y > inManager.player.position.Y)
this.position.Y -= Y_SPEED;
else
this.position.Y += Y_SPEED;
}
Can anyone shed any light onto why they think this problem is occurring, my only thoughts are that with a high sprite (maximum is 108) maybe they're all not having time to check for the player, although when I think about that more to me it makes no sense.
Cheers
Without full code it is hard to tell, but I take it it is a little mistake somewhere. You should try debugging it and checking if the state is Chasing or if it really did change states. I've also ran into problems with lag with certain amounts of objects (Probably not the problem) so that could also be a possibility.

Stuttering when moving a single sprite in an XNA application

Update: I have uploaded a video showing the stutter here: http://intninety.co.uk/xnastutter.mp4 you may have to look closely in the video if you are not viewing it at 1920x1080, but you'll see that there is a rather distinct stutter when moving every 2 seconds or so, I'd recommend viewing it in Windows Media Player rather than your web browser to ensure the video itself isn't choppy and thus preventing you seeing the actual stutter
I'm recently picking up a project I started a while ago, however I am still struggling to solve the problem I left it at!
At the moment I have a very simple application which just has a single sprite on screen and is moved around using the directional keys. The problem is every two seconds or so, the game stutters and the sprite appears to jump backwards and then back forwards very quickly.
The sprite itself is a 55x33 bitmap, so isn't anything large, and the code in use is as follows. Hopefully this is enough to get the ball rolling on some ideas as to what may be the problem, if a video is required to see exactly how the stuttering looks I can put one together and upload it somewhere if need be.
As you'll see in the code it does compensate for time lost between frames by making the movement greater should it happen, however that drop is happening very consistently time wise, which is leading me to believe I'm doing something wrong somewhere.
I've tried on a few different machines but the problem persists across all of them, if anyone has any ideas or can see where it is I'm messing up it'd be greatly appreciated if you could point it out.
Thanks :)
Constructor of the Game Setting up the Graphics Device Manager
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = true;
graphics.SynchronizeWithVerticalRetrace = false;
graphics.PreferredBackBufferWidth = 1920;
graphics.PreferredBackBufferHeight = 1080;
Content.RootDirectory = "Content";
this.IsFixedTimeStep = false;
Code from the Game's Update Method
KeyboardState keyboard = Keyboard.GetState();
GamePadState gamePad = GamePad.GetState(PlayerIndex.One);
if (keyboard.IsKeyDown(Keys.Escape)) {
this.Exit();
}
if ((keyboard.IsKeyDown(Keys.Left)) || (gamePad.DPad.Left == ButtonState.Pressed))
{
this.player.MoveLeft((float)gameTime.ElapsedGameTime.TotalMilliseconds);
} else if ((keyboard.IsKeyDown(Keys.Right)) || (gamePad.DPad.Right == ButtonState.Pressed))
{
this.player.MoveRight((float)gameTime.ElapsedGameTime.TotalMilliseconds);
}
if ((keyboard.IsKeyDown(Keys.Up)) || (gamePad.DPad.Up == ButtonState.Pressed))
{
this.player.MoveUp((float)gameTime.ElapsedGameTime.TotalMilliseconds);
} else if ((keyboard.IsKeyDown(Keys.Down)) || (gamePad.DPad.Down == ButtonState.Pressed))
{
this.player.MoveDown((float)gameTime.ElapsedGameTime.TotalMilliseconds);
}
base.Update(gameTime);
The "Move" Methods seen in the above Update Method
public void MoveLeft(float moveBy)
{
this.position.X -= (moveBy * this.velocity.X);
}
public void MoveRight(float moveBy)
{
this.position.X += (moveBy * this.velocity.X);
}
public void MoveUp(float moveBy)
{
this.position.Y -= (moveBy * this.velocity.Y);
}
public void MoveDown(float moveBy)
{
this.position.Y += (moveBy * this.velocity.Y);
}
The Game's Draw Method
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(this.player.Texture, this.player.Position, null, Color.White, this.player.Rotation, this.player.Origin, 1.0f, SpriteEffects.None, 0.0f);
spriteBatch.End();
base.Draw(gameTime);
Edit: forgot to mention, the velocity object used in the Move methods is a Vector2
I've managed to see it occur once for a split second which has led me to what I think is the problem. Since you are using the raw ElapsedGameTime.TotalMilliseconds value as a factor for your movement, all computer lag that your program experiences will be directly applied to the motion. For example, if your computer (OS) does something else for one twentieth of a second, then the elapsed time value will accumulate to a value of ~50 milliseconds, when it is normally about 0.3 milliseconds. This would cause a frame that has 150 times more motion than a normal frame.
To cause this to happen manually, you can do the following:
// define a frame counter
private int mCounter;
...
protected override void Update(GameTime pGameTime)
{
// save the elapsed time value
float time = (float)pGameTime.ElapsedGameTime.TotalMilliseconds;
...
// force a long frame every 2500th frame (change depending on your framerate)
if (mCounter++ > 2500)
{
mCounter = 0;
time = 75; // about 225 times longer frame
}
...
// use the time value in your move calls
if ((keyboard.IsKeyDown(Keys.Left)) || (gamePad.DPad.Left == ButtonState.Pressed))
mPlayer.MoveLeft(time);
To prevent this from happening, (aside from setting IsFixedTimeStep = true;, which would fix it immediately; but assuming you want IsFixedTimeStep to be false), you should use a time value, as above, but cap it. It's up to you to determine the proportion of elapsed time to motion and to determine what is a good amount of time to allow to pass per frame. Ex:
protected override void Update(GameTime pGameTime)
{
// save the elapsed time value
float time = (float)pGameTime.ElapsedGameTime.TotalMilliseconds;
if (time > 1)
time = 1;
...
if ((keyboard.IsKeyDown(Keys.Left)) || (gamePad.DPad.Left == ButtonState.Pressed))
mPlayer.MoveLeft(time);
...
While that will correct the issue for your current program, your frames are only at 0.3ms each since there is not a lot happening. Once there is more to your game, more time will be elapsing per frame, and you will want the cap to be much higher than 1ms.
EDIT: To be clear, this is 'downtime' from your CPU/OS. It's not going to go away*, it's just up to you whether to jump ahead a bunch when it happens (which can cause problems if the elapsed time ever makes it to 2000ms, for example), or to cap these spikes and let them cause lag; either way there is going to be a 'hole' in your motion that you can't fill. This really is normal, and it's not as critical as it seems. Once there is more happening in your game, it will become less and less noticeable. It stands out strongly at the moment particularly because there are only two graphics present and nothing else happening.
*(Actually, you might look for other applications and processes that you can close to keep the CPU from being borrowed by some other program, but since you are using a multi-tasking OS, you are never going to be guaranteed to have the CPU to yourself.)
Update Again
Just had a thought. Have you ever checked that (float)gameTime.ElapsedGameTime.TotalMilliseconds does not result in Infinity or a negative number? The elapsed time becoming negative would explain your sprite jumping back then forward.
Its the keyboard. You can prove this by changing moving left and right to left mouse and right mouse click. Use the keydown and keyup triggers to set a state instead of iskeydown.
Update:
It appears there are a few things that cause "stuttering" in XNA. I thought for sure your issue was the keyboard problem one. However, I can only assume you've tested your code with the GamePad also and it suffers the same.
There is another problem with IsFixedTimeStep but you already have that set to false. A quick google search suggests there are more than a few people with these types of problems without any clear fix.
There is a long discussion at http://forums.create.msdn.com/forums/t/9934.aspx?PageIndex=6
Other things to look at:
Try restricting your frame rate to 60 fps. There isn't any reason to go above that anyways. One power suggests that a 2d app that does nothing could stall the graphics pipeline with a significantly high throughput.
Check to see if IsSlowRunning is ever called. Garbage collection and Chaos Theory could cause this to be set. I

Delay keyboard input help

I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer.
In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0.
In the HandleInput method I've changed the Key.Right button press to:
if (keyboardState.IsKeyDown(Keys.Left))
movement.X -= 50;
if (keyboardState.IsKeyDown(Keys.Right))
{
elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds;
if (elapsedTime <= 0)
{
movement.X += 50;
elapsedTime = 10;
}
}
else
{
elapsedTime = 0;
}
The pseudo code:
If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay).
If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more.
The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work.
CLARIFICATION
Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width.
EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.
SOLVED: Found out gameTime.ElapsedGameTime.TotalMilliseconds was returning 0... moved it somewhere else.
Found out gameTime.ElapsedGameTime.TotalMilliseconds was returning 0... used the GameTime parameter in the Update method to set a public double variable called GameT. GameT was then used in the HandleInput method and returned the valid times. Not the most legit way to do it, but it works for now.
So the question is, what behavior do you want your entity to have?
If you want it to move once when you press the button (as if moving through a menu), then you want to store the KeyboardState in a class level variable so that each update you can check it against the current state. You would only move if the button was not held in the previous state, but is held now. That ensures that you will only ever trigger the action once.
If you want it to move regularly and smoothly (as in, scrolling to the right when you press the right arrow), then scale your movement variable (currently hardcoded to 50) by a certain amount (which you can tune). So something like movement.X += 50 * .05;. You can tune it up and down until the movement that it does each frame matches the speed you want it to move
If you're using fixed game time you don't have to delay by time at all. You can keep a variable that tracks "frames" and update based on that:
int elapsedFrames = 10; //<- Set up somewhere higher than the function call
if (keyboardState.IsKeyDown(Keys.Right))
{
elapsedFrames++;
if (elapsedFrames >= 10)
{
movement.X += 50;
elapsedTime = 0;
}
}
else
{
elapsedTime = 10;
}
That way you don't have to deal with gameTime.

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