Tilemap collision detection C# XNA - c#

I am trying to make a very simple terraria-like game in C# XNA for a school project. I have very limited time otherwise I would probably have spent more time trying to figure this out myself. I created a tilemap but I just can't figure out how to make the tiles "solid" and not passable.
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 TileEngine {
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D character;
Vector2 cPosition;
Rectangle cBounds, t1Bounds;
List<Texture2D> tileTextures = new List<Texture2D>();
int[,] tileMap = new int[,]
{
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
{ 0, 1, 1, 0, 2, 1, 1, 1, 0, 1, },
};
int tileWidth = 64;
int tileHeight = 36;
int cameraPositionX = 0;
int cameraPositionY = 0;
int vSpeed = 0;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
IsMouseVisible = true;
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
graphics.ApplyChanges();
cPosition = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2 - 15, graphics.GraphicsDevice.Viewport.Height / 2 - 20);
cBounds = new Rectangle((int)(cPosition.X), (int)(cPosition.Y), character.Width, character.Height);
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture;
character = Content.Load<Texture2D>("Tiles/character");
texture = Content.Load<Texture2D>("Tiles/green");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/red");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/blue");
tileTextures.Add(texture);
cBounds = new Rectangle((int)(cPosition.X), (int)(cPosition.Y),
character.Width, character.Height);
// TODO: use this.Content to load your game content here
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyState = Keyboard.GetState();
vSpeed += 1;
cameraPositionY += vSpeed;
if (keyState.IsKeyDown(Keys.Right))
cameraPositionX += 5;
if (keyState.IsKeyDown(Keys.Left))
cameraPositionX -= 5;
if (keyState.IsKeyDown(Keys.Space))
vSpeed = -15;
if (cBounds.Intersects(t1Bounds))
{
cameraPositionY = 0;
vSpeed = 0;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
int tileMapWidth = tileMap.GetLength(1);
int tileMapHeight = tileMap.GetLength(0);
spriteBatch.Draw(character, cPosition, Color.White);
for (int x = 0; x < tileMapWidth; x++)
{
for (int y = 0; y < tileMapHeight; y++)
{
int textureIndex = tileMap[y, x];
Texture2D texture = tileTextures[textureIndex];
spriteBatch.Draw(
texture, t1Bounds =
new Rectangle(
320 + x * tileWidth - cameraPositionX,
540 + y * tileHeight - cameraPositionY,
tileWidth,
tileHeight),
Color.White);
}
}
spriteBatch.End();
base.Draw(gameTime);
}
} }
As you can see I tried to make Rectangles around all the sprites and detect when they intersect, but it doesn't seem to work. And even if I get the Rectangle-thing to work I just don't know what to do if they intersect. If I set the velocity to 0 then it will still slowly "fall" through the blocks as there is a default vertical acceleration.

First, you need to create a simple class for your tiles like this:
Class Tile
{
public int type; //Holds the ID to the specific texture.
public bool collision; //If true you should check for collision if the player is close.
public int health; //You probably need this since rock is harder to break then dirt.
}
Then create an array with Tiles. Now you have to check if the player is close to a collidable tile. You need a function that converts world space to tile space and put your player coordinates in it, check each frame for a couple of tiles around the player. If you check the complete map for collision your FPS will drop to .001, likewise for drawing all the tiles. Some pseudo code (already on tile level):
for (int y = player.y-4;y <= player.y+4;y++)
{ //If your player is just the size of a single tile then just -2/+2 will do. 9*9 is already an expensive 81 rectangles to check.
for (int x = player.x-4;x <= player.x+4;x++)
{
if (map[x,y].collision){
if (new Rectangle(x*tilewidth,y*tileheight,tilewidth,tileheight).intersects(player.rectangle)){
//Check farthest valid position and put player there
}}
}
}
The best thing to do is add in a newPosition property and before moving the player to this newPosition you have to check if the position is valid.
Other then that, if you do not have the time then the best advice is to not create a terraria like game. Even the simplest of terraria like game will be time consuming. Since you do not know the basics of collision i suggest making a pong or arkanoid clone that is pretty much how we all started out.

Related

How should I return a list that was previously set without setting it again?

I have two classes, Main and Grid. Grid simply makes a grid of square pixels. In my Main class, I want to get the list that was create in the Grid class. I managed to figure it out, but I'm wondering if there's a way to optimize the code.
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Diagnostics;
using System.Collections.Generic;
namespace teeeest
{
public class Grid
{
Texture2D image;
Color color;
int rows;
int columns;
float outerThickness;
float innerThickness;
Vector2 size;
Vector2 origin;
Vector2 dotSize;
List<Pixel> pixels = new List<Pixel>(0);
public Grid(Texture2D image, int rows, int columns, float outerThickness, float innerThickness, Vector2 size, Vector2 origin, Vector2 dotSize, Color color)
{
this.dotSize = dotSize;
this.origin = origin;
this.color = color;
this.image = image;
this.rows = rows;
this.columns = columns;
this.outerThickness = outerThickness;
this.innerThickness = innerThickness;
this.size = size;
}
public void Update()
{
float sizeX = size.X / (columns - 1);
float sizeY = size.Y / (rows - 1);
for (int i = 0; i < rows; i++)
{
for (int g = 0; g < columns; g++)
{
Pixel p = new Pixel(image, 3, new Vector2((g * sizeX) + origin.X, sizeY * i + origin.Y), new Vector2(image.Width / 2, image.Height / 2), color);
pixels.Add(p);
}
}
}
public virtual void Draw(SpriteBatch hspritebatch, List<Grid> grids)
{
foreach (Pixel p in pixels)
{
hspritebatch.Draw(
texture: p.getImage(),
position: p.getPosition(),
sourceRectangle: null,
p.getColor(),
rotation: 0,
origin: new Vector2(image.Width / 2, image.Height),
scale: new Vector2(dotSize.X * .02f, dotSize.Y * .02f),
SpriteEffects.None,
0);
}
}
public Texture2D getImage()
{
return image;
}
public Vector2 getPosition()
{
return origin;
}
public Vector2 getOrigin()
{
return new Vector2(image.Width / 2, image.Height);
}
public Color getColor()
{
return color;
}
public List<Pixel> getList()
{
Update(); # This seems unnecessary. Is it?
return pixels;
}
}
}
The problem lies in the getList() function. In order to return the correct pixel list that was edited in the Update function, my solution there is to call that function right before returning the list. However, this seems costly for no reason. Is there a way around this without calling the Update function, or is this the only way?
I realize there's been posts similar to this, but I just don't understand them. I'm very much a beginner at coding. Here is my Main class.
using System;
using System.Diagnostics;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Graphics;
namespace teeeest
{
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private SpriteFont font;
private Texture2D ball;
private Texture2D square;
private Color color = Color.White * .1f;
private Vector2 MouseCoords;
private Vector2 winMiddle;
private Vector2 ballOrigin;
private bool leftDown;
private bool eDown;
private int winWidth;
private int winHeight;
List<Line> lines = new List<Line>(0);
List<Grid> grids = new List<Grid>(0);
List<Pixel> pixels = new List<Pixel>(0);
List<Pixel> test = new List<Pixel>(0);
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
_graphics.PreferredBackBufferWidth = 800;
_graphics.PreferredBackBufferHeight = 600;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
ball = Content.Load<Texture2D>("ball");
square = Content.Load<Texture2D>("square");
font = Content.Load<SpriteFont>("File");
ballOrigin = new Vector2(ball.Width / 2, ball.Height / 2);
winWidth = _graphics.PreferredBackBufferWidth;
winHeight = _graphics.PreferredBackBufferHeight;
winMiddle = new Vector2(winWidth / 2, winHeight / 2);
}
protected override void Update(GameTime gameTime)
{
lines.Clear();
grids.Clear();
pixels.Clear();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Mouse.GetState().LeftButton == ButtonState.Released)
{
leftDown = false;
}
if (Mouse.GetState().LeftButton == ButtonState.Pressed && !leftDown)
{
Pixel g = new Pixel(ball, 5, MouseCoords, new Vector2(ball.Width / 2, ball.Height / 2), Color.Blue);
pixels.Add(g);
}
if (Keyboard.GetState().IsKeyUp(Keys.E))
{
eDown = false;
}
if (Keyboard.GetState().IsKeyDown(Keys.E) && !eDown)
{
color *= 1.1f;
eDown = true;
}
MouseCoords = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
Grid q = new Grid(ball, 10, 10, 7, 3, new Vector2(500, 500), new Vector2(30, 30), new Vector2(.2f, .2f), Color.White);
grids.Add(q);
# Here is where I'm calling the getList() function.
System.Console.WriteLine(q.getList()[7].getPosition());
# Here is where I'm calling the getList() function.
foreach (Line s in lines)
{
s.Update();
}
foreach (Grid gh in grids)
{
gh.Update();
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
foreach (Line l in lines)
{
l.Draw(_spriteBatch, lines);
}
foreach (Grid g in grids)
{
g.Draw(_spriteBatch, grids);
}
foreach (Pixel p in pixels)
{
_spriteBatch.Draw(
texture: p.getImage(),
position: p.getPosition(),
sourceRectangle: null,
p.getColor(),
rotation: 0,
origin: p.getOrigin(),
scale: new Vector2(.02f, .02f),
SpriteEffects.None,
0);
}
_spriteBatch.DrawString(font,
MouseCoords.ToString(),
new Vector2 (winWidth - 100, 10),
Color.White,
rotation: 0,
origin: new Vector2(0, 0),
scale: new Vector2(1, 1),
SpriteEffects.None,
0);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}
You could only call Update() when the List is EMPTY?
public List<Pixel> getList()
{
if (pixels.Count == 0)
{
Update(); // now it only gets called when pixels is EMPTY
}
return pixels;
}
This type of check may need to be done in Update() as well if it can be called directly from other places so you don't end up with more Pixel instances in it than you were expecting.

I need to fix this Tile bug in XNA

I am currently creating a space shooter game. To this game I want a background with stars that keeps looping for eternity.
In order to create this, I made a tile based system that simply creates a rectangle for each texture. I have been able to make said textures kinda loop, but when they do I get a really weird bug.
As you can see, my tiles are sometimes generating a small gap between each other, and I am not sure as of why.
The problem probably lies within my Background.cs file, but I am unsure of where.
Also, I would like a better name for "Background.cs". Do you think that something like "Tile.cs" is better?
Background.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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 SpaceShooter
{
class Background
{
public Texture2D texture;
public List<Rectangle> tiles = new List<Rectangle>();
public Color color;
public int tileSize;
public int speed;
GraphicsDevice graphicsDevice;
public Background(Texture2D texture, GraphicsDevice graphicsDevice, int tileSize)
{
this.texture = texture;
this.graphicsDevice = graphicsDevice;
this.tileSize = tileSize;
speed = 3;
this.color = Color.White;
CalculateTiles();
}
public void Update()
{
for (int i = 0; i < tiles.Count(); i++)
{
tiles[i] = new Rectangle(tiles[i].X, tiles[i].Y + speed, tiles[i].Width, tiles[i].Height);
if (tiles[i].Y >= graphicsDevice.Viewport.Height)
{
tiles[i] = new Rectangle(tiles[i].X, 0 - tiles[i].Height, tiles[i].Width, tiles[i].Height);
}
}
}
public void CalculateTiles()
{
if (tiles.Count() > 0)
{
for (int i = 0; i < tiles.Count(); i++)
{
tiles.Remove(tiles[i]);
}
}
int XT = (int)(graphicsDevice.Viewport.Width / (tileSize / 1.5f));
int YT = (int)(graphicsDevice.Viewport.Height / (tileSize / 1.5f));
for (int i = 0; i < XT; i++)
{
tiles.Add(new Rectangle(tileSize * i, 0, tileSize, tileSize));
for (int j = 0; j < YT; j++)
{
tiles.Add(new Rectangle(tileSize * i, tileSize * j, tileSize, tileSize));
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
for (int i = 0; i < tiles.Count(); i++)
{
spriteBatch.Draw(texture, tiles[i], color);
}
}
}
}
Game.cs
public class Game1 : Microsoft.Xna.Framework.Game
{
Background background;
protected override void LoadContent()
{
// Assign Background
background = new Background(Content.Load<Texture2D>("Stars"),GraphicsDevice, 128);
}
protected override void Update(GameTime gameTime)
{
if(Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape))
this.Exit();
background.Update();
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(bgc);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
// Call all drawing functions here
background.Draw(spriteBatch);
player1.Draw(spriteBatch);
player2.Draw(spriteBatch);
//
spriteBatch.End();
base.Draw(gameTime);
}
I think your problem can be easily solved with LinearWrap
if you do the following in your Game1.draw.
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearWrap);
background.Draw(spriteBatch);
spriteBatch.End();
to get the scale simply do this calculation:
float scale = 128 / 512; // Where 128 is your desired size. and 512 your actual texture size.
and in your Background.cs draw method.
spriteBatch.Draw(texture, new Vector2(0,0), new Rectangle(pos.X, pos.Y, graphicsDevice.Viewport.Width / scale, graphicsDevice.Viewport.Height / scale), Color.White, 0, Vector2.Zero, scale, SpriteEffects.None, 0);
this should repeat your texture over the entire screen.
EDIT:
To make the image dynamic you could use a Camera. But using the system you have you would simply on Update do this :
pos += new Vector2(movementX, movementY);
Note that the spriteBatch.Draw has a parameter "Source Rectangle". If you change the position of this rectangle your texture will shift.
The problem has been solved.
I am now putting the tile up relative to the screen height instead of raw programming it to 0.
if (tiles[i].Y >= graphicsDevice.Viewport.Height)
{
tiles[i] = new Rectangle(tiles[i].X, tiles[i].Y - graphicsDevice.Viewport.Height - tiles[i].Height, tiles[i].Width, tiles[i].Height);
}

Isometric tile engine optimisation for better FPS

I have an isometric tile engine written in XNA (Monogame). It can only draw tile map surface. But when I have bigger map (for example 50x50 tiles) then is very slow (about 15 FPS). When I have small map (for example 10x10 tiles) than framrate is perfect (60 FPS).
I'm trying to find way how to optimise my code but I have no idea how to do it.
This is my code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using System;
namespace IsoEngine
{
public class Game1 : Game
{
GraphicsDeviceManager _graphics;
SpriteBatch _spriteBatch;
Texture2D Tile1;
Texture2D Tile2;
MouseState mouseState;
bool isMousePressed = false;
int[,] map = { {1, 1, 1, 1},
{1, 0, 0, 1},
{1, 0, 0, 1},
{1, 1, 1, 1} };
int tileWidth = 64;
int tileHeight = 32;
Vector2 scrollSpan = new Vector2(0, 0);
Vector2 mouseDragPos = new Vector2(0, 0);
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.IsMouseVisible = true;
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
Tile1 = Content.Load<Texture2D>("1");
Tile2 = Content.Load<Texture2D>("2");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
mouseState = Mouse.GetState();
if (mouseState.LeftButton == ButtonState.Pressed && !isMousePressed)
{
isMousePressed = true;
mouseDragPos.X = mouseState.X;
mouseDragPos.Y = mouseState.Y;
}
if (mouseState.LeftButton == ButtonState.Pressed && isMousePressed)
{
if (mouseDragPos.X < mouseState.X)
{
scrollSpan.X += mouseState.X - mouseDragPos.X;
mouseDragPos.X = mouseState.X;
}
if (mouseDragPos.X > mouseState.X)
{
scrollSpan.X -= mouseDragPos.X - mouseState.X;
mouseDragPos.X = mouseState.X;
}
if (mouseDragPos.Y < mouseState.Y)
{
scrollSpan.Y += (mouseState.Y - mouseDragPos.Y) * 2;
mouseDragPos.Y = mouseState.Y;
}
if (mouseDragPos.Y > mouseState.Y)
{
scrollSpan.Y -= (mouseDragPos.Y - mouseState.Y) * 2;
mouseDragPos.Y = mouseState.Y;
}
}
if (mouseState.LeftButton == ButtonState.Released && isMousePressed)
isMousePressed = false;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin();
DrawMap();
_spriteBatch.End();
base.Draw(gameTime);
}
private void DrawMap()
{
for (int osaY = 0; osaY < map.GetLength(0); osaY++)
{
for (int osaX = 0; osaX < map.GetLength(1); osaX++)
{
int x = osaX * 32;
int y = osaY * 32;
Texture2D thisTile = Tile1;
if (map[osaY, osaX] == 0)
thisTile = Tile1;
if (map[osaY, osaX] == 1)
thisTile = Tile2;
PlaceTile(thisTile, CartToIso(new Vector2(x, y)), new Vector2(osaX, osaY));
}
}
}
public void PlaceTile(Texture2D tileImage, Vector2 tilePos, Vector2 tileCoords)
{
_spriteBatch.Draw(tileImage, new Vector2(tilePos.X - (tileWidth / 2), tilePos.Y - tileHeight), Color.White);
}
public Vector2 CartToIso(Vector2 cartCoords)
{
Vector2 isoCoords = new Vector2(0, 0);
isoCoords.X = (cartCoords.X + scrollSpan.X) - cartCoords.Y;
isoCoords.Y = (cartCoords.X + scrollSpan.Y + cartCoords.Y) / 2;
return isoCoords;
}
public Vector2 IsoToCart(Vector2 isoCoords)
{
Vector2 cartCoords = new Vector2(0, 0);
cartCoords.X = (2 * isoCoords.Y + isoCoords.X - scrollSpan.X - scrollSpan.Y) / 2;
cartCoords.Y = (2 * isoCoords.Y - isoCoords.X + scrollSpan.X - scrollSpan.Y) / 2;
return cartCoords;
}
}
}
I'd suggest you to take a look at an answer I wrote a while ago, it does draw only the only the visible part of a level, no matter how big the level is :
I'm not copying and pasting the answer here as I wrote it already, so go and have a look at it here :
https://gamedev.stackexchange.com/a/29930/16262
Generally, to increase performace avoid creating unessesary objects and dont do anything you dont have to. For example you create one useless local texture in DrawMap(), also for single call of method PlaceTile you create 3 new vectors, while you need one.etc. also note, these are only minor improvements.
Another ways of speeding up might be using buffers(not sure what is default for XNA)
But most importantly, parallelize wherever you can.
Before doing anything else, profile your code and see where the most time is being spent. Only then can you begin to optimize

Tile Rectangle Collisions

I have a map that is 1280 by 1280 pixels.
I am drawing tiles on the screen that are 32 by 32 pixels.
I also give each tile a rectangle of 32 by 32 pixels.
Each tile also has a bool telling me if it is blocked or not.
My sprite has a rectangle of 32 by 32 pixels.
When the sprite and tile intersect the top left most pixel of the tile is the only one that makes contact with the sprites rectangle.
I'm tried inflating the rectangle with no change.
Core.playerOneSpriteRectangle = new Rectangle((int)Core.playerOneSprite.Position.X, (int)Core.playerOneSprite.Position.Y, Engine.TileWidth, Engine.TileHeight);
#region Player One Controls
// Player One Controls
Tile tile;
Rectangle destination = new Rectangle(0, 0, Engine.TileWidth, Engine.TileHeight);
if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed))
{
Core.playerOneSprite.CurrentAnimation = AnimationKey.Up;
foreach (var layer in tileMapLayers)
{
for (var y = 0; y < layer.Height; y++)
{
destination.Y = y * Engine.TileHeight;
for (var x = 0; x < layer.Width; x++)
{
tile = layer.GetTile(x, y);
destination.X = x * Engine.TileWidth;
// Check Collision With Tiles
if (Core.playerOneSpriteRectangle.Intersects(destination) && tile.TileBlocked)
{
playerOneMotion.Y = destination.Bottom;
//Console.WriteLine("Intersected with" + destination + tile.TileBlocked);
}
else if (Core.playerOneSpriteRectangle.Intersects(destination) && tile.TileBlocked == false)
{
playerOneMotion.Y = -1f;
}
}
}
}
}
I'm trying to create rectangles for each tile so my sprite doesn't walk through them.
UPDATE
This is the code I currently have after modifying it with suggestions.
Tile tile;
Point playertile = new Point((int)Core.playerOneSprite.Position.X / Engine.TileWidth, (int)Core.playerOneSprite.Position.Y / Engine.TileHeight);
if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed))
{
Core.playerOneSprite.CurrentAnimation = AnimationKey.Up;
foreach (var layer in GraelenAreaOne.graelenAreaOneSplatterTileMapLayers)
{
tile = layer.GetTile(playertile.X, playertile.Y - 1);
// Check Collision With Tiles
if (tile.TileBlocked)
{
playerOneMotion.Y = 0;
//Console.WriteLine("Intersected with" + destination + tile.TileBlocked);
}
else
{
playerOneMotion.Y = -1;
}
}
}
I am now able to collide with tiles however my sprites rectangle is not intersecting properly. Position 0,0 of the sprite texture is in the top left most corner and it only a 1x1 pixel.
Why isn't the rectangle encompassing the entire texture as I have it set to 32x32?
You should just check whether the tile you want to go to is walkable or not, without having to bother yourself with rectangles.
Some pseudo code :
// Convert pixel coordinates to tile coords
Point playerTile = new Point(player.X / tileWidth, player.Y / tileHeight);
Point targetTile = new Point(target.X / tileWidth, target.Y / tileHeight);
// Take a decision
if(Direction == Up)
var tile = layer.GetTile(playerTile.X, playerTile.Y - 1);
if(tile == walkable)
// Move to your tile
else
...
Additionally, here's some code I wrote a while ago which might interest you in optimizing the drawing of your level by drawing only draws what's visible.
https://gamedev.stackexchange.com/questions/29121/organize-a-game-set/29930#29930
Note : https://gamedev.stackexchange.com/ is definitely a better place for these kind of questions.
EDIT
Here's a quick example that works for me :
Note that I return when player cannot move to tile.
Tiles : 0 is walkable, 1 is a wall, 2 is player
using System;
using System.Linq;
using System.Windows;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input.Touch;
using Point = Microsoft.Xna.Framework.Point;
namespace SlXnaApp1
{
public partial class GamePage : PhoneApplicationPage
{
private readonly GameTimer _timer;
private int[] _levels;
private Point _player;
private Texture2D _t1;
private Texture2D _t2;
private Texture2D _t3;
private Texture2D[] _textures;
private ContentManager _contentManager;
private SpriteBatch _spriteBatch;
public GamePage()
{
InitializeComponent();
// Get the content manager from the application
_contentManager = (Application.Current as App).Content;
// Create a timer for this page
_timer = new GameTimer();
_timer.UpdateInterval = TimeSpan.FromTicks(333333);
_timer.Update += OnUpdate;
_timer.Draw += OnDraw;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
// Set the sharing mode of the graphics device to turn on XNA rendering
var graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice;
graphicsDevice.SetSharingMode(true);
// 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
_t1 = new Texture2D(graphicsDevice, 32, 32);
_t1.SetData(Enumerable.Repeat(Color.Red, 32*32).ToArray());
_t2 = new Texture2D(graphicsDevice, 32, 32);
_t2.SetData(Enumerable.Repeat(Color.Green, 32*32).ToArray());
_t3 = new Texture2D(graphicsDevice, 32, 32);
_t3.SetData(Enumerable.Repeat(Color.Blue, 32*32).ToArray());
_textures = new[] {_t1, _t2, _t3};
_levels = new int[4*4]
{
2, 0, 0, 0,
0, 0, 1, 0,
1, 1, 1, 0,
0, 0, 0, 1,
};
_player = new Point();
TouchPanel.EnabledGestures = GestureType.Flick;
// Start the timer
_timer.Start();
base.OnNavigatedTo(e);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
// Stop the timer
_timer.Stop();
// Set the sharing mode of the graphics device to turn off XNA rendering
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);
base.OnNavigatedFrom(e);
}
/// <summary>
/// Allows the page to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
private void OnUpdate(object sender, GameTimerEventArgs e)
{
Vector2 vector = new Vector2();
while (TouchPanel.IsGestureAvailable)
{
var gestureSample = TouchPanel.ReadGesture();
var vector2 = gestureSample.Delta;
vector2.Normalize();
vector = new Vector2((float) Math.Round(vector2.X), (float) Math.Round(vector2.Y));
}
Direction direction = new Direction();
if (vector.X > 0) direction = Direction.Right;
else if (vector.X < 0) direction = Direction.Left;
else if (vector.Y < 0) direction = Direction.Up;
else if (vector.Y > 0) direction = Direction.Down;
Point newPos = new Point();
switch (direction)
{
case Direction.None:
return;
case Direction.Up:
if (GetTile(_player.X, _player.Y - 1) == 0)
newPos = new Point(_player.X, _player.Y - 1);
else return;
break;
case Direction.Down:
if (GetTile(_player.X, _player.Y + 1) == 0)
newPos = new Point(_player.X, _player.Y + 1);
else return;
break;
case Direction.Left:
if (GetTile(_player.X - 1, _player.Y) == 0)
newPos = new Point(_player.X - 1, _player.Y);
else return;
break;
case Direction.Right:
if (GetTile(_player.X + 1, _player.Y) == 0)
newPos = new Point(_player.X + 1, _player.Y);
else return;
break;
default:
throw new ArgumentOutOfRangeException();
}
SetTile(_player.X, _player.Y, 0);
SetTile(newPos.X, newPos.Y, 2);
_player = newPos;
}
private int GetTile(int x, int y)
{
return _levels[y*4 + x];
}
private void SetTile(int x, int y, int value)
{
_levels[y*4 + x] = value;
}
/// <summary>
/// Allows the page to draw itself.
/// </summary>
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin();
for (int i = 0; i < _levels.Length; i++)
{
var tile = _levels[i];
Point point = new Point(i%4, i/4);
var texture2D = _textures[tile];
_spriteBatch.Draw(texture2D, Vector2.Multiply(new Vector2(point.X, point.Y), 32), Color.White);
}
_spriteBatch.End();
}
private enum Direction
{
None,
Up,
Down,
Left,
Right
}
}
}
Also, due to the way I built my level as a 1-dimensional array, the tile moves down when for instance it is at x=3, y=0 and going to the right; this is unintended at all but is normal as I don't check bounds. You'd want to keep your level as a 2-dimensional array for simplicity.

Smooth fadeout/transition between 2 textures in XNA WP7

I have 2 textures 800x480 (foreground/backgound) which are .png files in XNA Windows Phone 7 application.
I want to fadeout/transision foreground to reveal background. I have huge problem with performance. My idea is only to maipulate Alpha channel in one Texture2D so i created such a code:
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Texture2D _background, _foreground;
private BlendState _blendState;
private uint[] _pixelsForeground;
private uint[] _pixelsBackground;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
TargetElapsedTime = TimeSpan.FromTicks(333333);
graphics.IsFullScreen = true;
graphics.SupportedOrientations = DisplayOrientation.Portrait;
graphics.PreferredBackBufferHeight = 840;
graphics.PreferredBackBufferWidth = 480;
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
_background = this.Content.Load<Texture2D>(#"background");
_foreground = this.Content.Load<Texture2D>(#"foreground");
_pixelsForeground = new uint[_foreground.Width * _foreground.Height];
_pixelsBackground = new uint[_foreground.Width * _foreground.Height];
_background.GetData(_pixelsBackground);
_foreground.GetData(_pixelsForeground);
_blendState = new BlendState
{
AlphaBlendFunction = BlendFunction.Add,
ColorBlendFunction = BlendFunction.Add,
AlphaSourceBlend = Blend.SourceAlpha,
ColorSourceBlend = Blend.SourceAlpha,
AlphaDestinationBlend = Blend.InverseSourceAlpha,
ColorDestinationBlend = Blend.InverseSourceAlpha
};
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
this.GraphicsDevice.Textures[0] = null;
for (int x = 0; x < _foreground.Width; x++)
{
for (int y = 0; y < _foreground.Height; y++)
{
uint pixelCanvas = _pixelsForeground[y * _foreground.Width + x];
uint newPixelCanvas = pixelCanvas - 0x05000000;
_pixelsForeground[y*_foreground.Width + x] = newPixelCanvas;
_pixelsForeground[y * _foreground.Width + x] = (newPixelCanvas & 0xFF000000) > (pixelCanvas & 0xFF000000)
? pixelCanvas & 0x00FFFFFF
: newPixelCanvas;
}
}
Rectangle rect = new Rectangle(0, 0, _foreground.Width, _foreground.Height);
_foreground.SetData<uint>(0, rect, _pixelsForeground, 0, _foreground.Height * _foreground.Width);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.FrontToBack, _blendState);
spriteBatch.Draw(_foreground, Vector2.One, null, Color.White);
spriteBatch.Draw(_background, Vector2.One, null, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
Problem is that it generates poor performance because of:
_foreground.SetData<uint>(...)
What technique I can use to manage this better?
I'd rather need that manipulation of Alpha channel for other purposes.
Keep in mind that foreground pixels can have different alpha channel already on start something like transparent spots.
This is definitely the wrong way to approach this. What you want to do is pass a Color to the sprite batch's Draw method that has the appropriate alpha channel.
int alpha = 150;
spriteBatch.Draw(tex, pos, new Color(255,255,255,alpha));
That way, the GPU handles the alpha blending on your behalf, and your performance issues dissapear :-)

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