First thing to get out of the way, sorry if I'm missing something (very) obvious, I'm still kinda new at this.
Anyway, I've been working on an asteroids clone in XNA, and for some reason it would occasionally not start if I hit the Start Debugging button. I tracked the problem to my AsteroidsManager class, which takes an int of initial asteroids to generate, minimum and maximum velocities and rotational velocites, and two texture lists for asteroids and particles. Now the weirdness:
temp = new AsteroidManager(1, 20, 50, 1, 2, asteroids, particles, true); //With this constructor, the game always starts fine...
But if I crank up the number of initial asteroids:
temp = new AsteroidManager(10, 20, 50, 1, 2, asteroids, particles, true); //This seems to start about 1/3 times in the Visual Studio debugger, but if I launch it without debugging or from the bin folder, it works fine.
And lastly, if I set the asteroids to more than ~20, it never starts in the debugger, and if I try to start it from the folder, the process appears in the task manager, but nothing ever happens. Or it just crashes on launch. I honestly have no idea what's causing this, and will gladly provide any code if needed, but here's what I think is relevant:
Full AsteroidManager:
public class AsteroidManager
{
#region Declarations
public List<GameObject> Asteroids { get; set; }
public bool RegenerateAsteroids { get; set; }
public readonly int InitialAsteroids;
public readonly float MinVelocity;
public readonly float MaxVelocity;
public readonly float MinRotationalVelocity; //in degrees
public readonly float MaxRotationalVelocity; //in degrees
public readonly List<Texture2D> Textures;
public readonly List<Texture2D> ExplosionParticleTextures;
List<ParticleEmitter> emitters;
Random rnd;
const int MINPARTICLES = 50;
const int MAXPARTICLES = 200;
const int PARTICLEFTL = 40;
#endregion
public AsteroidManager(
int initialAsteroids,
float minVel,
float maxVel,
float minRotVel,
float maxRotVel,
List<Texture2D> textures,
List<Texture2D> explosionParticleTextures,
bool regenAsteroids)
{
rnd = new Random();
InitialAsteroids = initialAsteroids;
MinVelocity = minVel;
MaxVelocity = maxVel;
MinRotationalVelocity = minRotVel;
MaxRotationalVelocity = maxRotVel;
Textures = textures;
ExplosionParticleTextures = explosionParticleTextures;
RegenerateAsteroids = regenAsteroids;
Asteroids = new List<GameObject>();
emitters = new List<ParticleEmitter>();
for (int i = 0; i < InitialAsteroids; i++)
addAsteroid();
}
public void Update(GameTime gameTime)
{
for (int i = 0; i < Asteroids.Count; i++)
Asteroids[i].Update(gameTime);
for (int i = 0; i < emitters.Count; i++)
emitters[i].Update(gameTime);
if (Asteroids.Count < InitialAsteroids && RegenerateAsteroids)
addAsteroid();
}
public void Draw(SpriteBatch spriteBatch)
{
for (int i = 0; i < Asteroids.Count; i++)
Asteroids[i].Draw(spriteBatch);
for (int i = 0; i < emitters.Count; i++)
emitters[i].Draw(spriteBatch);
}
public void DestroyAsteroid(GameObject asteroid)
{
int x = rnd.Next(MINPARTICLES, MAXPARTICLES);
List<Color> colors = new List<Color>();
colors.Add(Color.White);
emitters.Add(new ParticleEmitter( //TODO: Test
x,
asteroid.WorldCenter,
ExplosionParticleTextures,
colors,
PARTICLEFTL,
true,
1,
x,
1f,
0.3f,
0f,
180f));
Asteroids.Remove(asteroid);
}
protected void addAsteroid()
{
GameObject tempAsteroid;
bool isOverlap = false;
do //Do-While to ensure that the asteroid gets generated at least once
{
Texture2D text = Textures.PickRandom<Texture2D>();
float rot = MathHelper.ToRadians((float)rnd.NextDouble(0f, 359f));
float rotVel = MathHelper.ToRadians((float)rnd.NextDouble(MinRotationalVelocity, MaxRotationalVelocity));
int colRadius = (((text.Width / 2) + (text.Height / 2)) / 2); //Get the mean of text's height & width
Vector2 vel = Vector2.Multiply( //calculate a random velocity
rot.RotationToVectorFloat(),
(float)rnd.NextDouble(MinVelocity, MaxVelocity));
Vector2 worldPos = new Vector2(
rnd.Next(Camera.WorldRectangle.X, Camera.WorldRectangle.Width),
rnd.Next(Camera.WorldRectangle.Y, Camera.WorldRectangle.Height));
tempAsteroid = new GameObject( //init a temporary asteroid to check for overlaps
text, worldPos, vel, Color.White, false, rot, rotVel, 1f, 0f, colRadius);
foreach (GameObject asteroid in Asteroids)
{
if (tempAsteroid.BoundingBox.Intersects(asteroid.BoundingBox))
{
isOverlap = true;
break;
}
}
} while (isOverlap); //if overlapping, loop
Asteroids.Add(tempAsteroid); //add the temp asteroid
}
}
Full GameObject:
public class GameObject
{
#region Declarations
public Texture2D Texture { get; set; }
public Vector2 Origin { get; set; }
public Color TintColor { get; set; }
public float Rotation { get; set; } //radians
public float RotationalVelocity { get; set; }
public float Scale { get; set; }
public float Depth { get; set; }
public bool Active { get; set; }
public SpriteEffects Effects { get; set; }
public Vector2 WorldLocation { get; set; }
public Vector2 Velocity { get; set; }
public int CollisionRadius { get; set; } //Radius for bounding circle collision
public int BoundingXPadding { get; set; }
public int BoundingYPadding { get; set; } //Padding for bounding box collision
public int TotalFrames
{
get //simple get
{ return totalFrames; }
set //check if given totalFrames is in possible range
{
if (value <= (Rows * Columns))
totalFrames = value;
else
throw new ArgumentOutOfRangeException();
}
} //Used in spritesheet animation
private int totalFrames;
public int CurrentFrame
{
get { return currentFrame; }
set
{
currentFrame = (int)MathHelper.Clamp(value, 0, totalFrames);
}
}
private int currentFrame;
public int Rows { get; set; }
public int Columns { get; set; }
public bool Animating { get; set; }
public float RotationDegrees
{
get { return MathHelper.ToDegrees(Rotation); }
set { Rotation = MathHelper.ToRadians(value); }
}
public float RotationVelocityDegrees
{
get { return MathHelper.ToDegrees(RotationalVelocity); }
set { RotationalVelocity = MathHelper.ToRadians(value); }
}
public const float VELOCITYSCALAR = 1.0f / 60.0f; //Default to 60fps standard movement
#endregion
#region Properties
public int GetWidth { get { return Texture.Width / Columns; } } //Width of a frame
public int GetHeight { get { return Texture.Height / Rows; } } //Height of a frame
public int GetRow { get { return (int)((float)CurrentFrame / (float)Columns); } } //Current row
public int GetColumn { get { return CurrentFrame % Columns; } } //Current column
public Vector2 SpriteCenter
{ get { return new Vector2(GetWidth / 2, GetHeight / 2); } } //Get this Sprite's center
public Rectangle WorldRectangle //get rectangle in world coords with width of sprite
{
get
{
return new Rectangle(
(int)WorldLocation.X,
(int)WorldLocation.Y,
GetWidth,
GetHeight);
}
}
public Rectangle BoundingBox //get bounding box for use in collision detection
{
get
{
return new Rectangle( //Get bounding box with respect to padding values
(int)WorldLocation.X + BoundingXPadding,
(int)WorldLocation.Y + BoundingYPadding,
GetWidth - (BoundingXPadding * 2),
GetHeight - (BoundingYPadding * 2));
}
}
public Vector2 ScreenLocation
{ get { return Camera.GetLocalCoords(WorldLocation); } } //get screen coordinates
public Rectangle ScreenRectangle
{ get { return Camera.GetLocalCoords(WorldRectangle); } } //get screen rectangle
public Vector2 WorldCenter
{
get { return WorldLocation + SpriteCenter; }
set { WorldLocation = value - SpriteCenter; }
} //gets/sets the center of the sprite in world coords
public Vector2 ScreenCenter
{ get { return Camera.GetLocalCoords(WorldLocation + SpriteCenter); } } //returns the center in screen coords
#endregion
public GameObject( //main constructor, /w added optional parameters and call to SpriteBase init
Texture2D texture,
Vector2 worldLocation,
Vector2 velocity,
Color tintColor,
bool animating = false,
float rotation = 0f, //default to no rotation
float rotationalVelocity = 0f,
float scale = 1f, //default to 1:1 scale
float depth = 0f, //default to 0 layerDepth
int collisionRadius = 0, //collision radius used in bounding circle collision, default to 0 or no bounding circle
int xPadding = 0, //amount of x padding, used in bounding box collision, default to 0, or no bounding box
int yPadding = 0, //amount of y padding, used in bounding box collision, default to 0, or no bounding box
SpriteEffects effects = SpriteEffects.None,
int totalFrames = 0,
int rows = 1,
int columns = 1)
{
if (texture == null) { throw new NullReferenceException("Null texture reference."); }
Texture = texture; //assign parameters
WorldLocation = worldLocation;
TintColor = tintColor;
Rotation = rotation;
RotationalVelocity = rotationalVelocity;
Scale = scale;
Depth = depth;
Effects = effects;
Velocity = velocity;
Animating = animating;
Active = true;
BoundingXPadding = xPadding; BoundingYPadding = yPadding; CollisionRadius = collisionRadius; //assign collision data
Rows = rows; Columns = columns; this.TotalFrames = totalFrames; //assign animation data
Origin = SpriteCenter; //assign origin to the center of a frame
}
#region Methods
public virtual void Update(GameTime gameTime)
{
if (Active) //if object is active
{
WorldLocation += Velocity * (1f / 60f);
Rotation += RotationalVelocity; //Rotate according to the velocity
//Move by Velocity times a roughly 60FPS scalar
if (TotalFrames > 1 && Animating)
{
CurrentFrame++;
if (CurrentFrame >= TotalFrames)
CurrentFrame = 0; //Loop animation
}
if (Camera.IsObjectInWorld(this.WorldRectangle) == false)
{
if (Camera.LOOPWORLD) //if world is looping and the object is out of bounds
{
Vector2 temp = WorldCenter; //temporary Vector2 used for updated position
//X-Axis Component
if (WorldCenter.X > Camera.WorldRectangle.Width)
temp.X = Camera.WorldRectangle.X - (GetWidth / 2); //If X is out of bounds to the right, move X to the left side
if (WorldCenter.X < Camera.WorldRectangle.X)
temp.X = Camera.WorldRectangle.Width + (GetWidth / 2); //If X is out of bound to the left, move X to the right side
//Y-Axis Component
if (WorldCenter.Y > Camera.WorldRectangle.Height)
temp.Y = Camera.WorldRectangle.Y - (GetHeight / 2); //If Y is out of bounds to the bottom, move Y to the top
if (WorldCenter.Y < Camera.WorldRectangle.Y)
temp.Y = Camera.WorldRectangle.Height + (GetHeight / 2); //If Y is out of bounds to the top, move Y to the bottom
WorldCenter = temp; //Assign updated position
}
if (Camera.LOOPWORLD == false)
{
Active = false; //if the object is outside the world but the LOOPWORLD constant is false, set inactive
}
}
}
}
public virtual void Draw(SpriteBatch spriteBatch)
{
if (Active)
{
if (TotalFrames > 1 && Camera.IsObjectVisible(WorldRectangle)) //if multi-frame animation & object is visible
{
Rectangle sourceRectangle = new Rectangle(GetWidth * GetColumn,
GetHeight * GetRow, GetWidth, GetHeight); //get source rectangle to use
spriteBatch.Draw(
Texture,
ScreenCenter,
sourceRectangle, //use generated source rectangle
TintColor,
Rotation,
Origin,
Scale,
Effects,
Depth);
}
else //if single frame sprite
{
if (Camera.IsObjectVisible(WorldRectangle)) //check if sprite is visible to camera
{
spriteBatch.Draw(
Texture,
ScreenCenter, //center of the sprite in local coords
null, //full sprite
TintColor,
Rotation,
Origin,
Scale,
Effects, //spriteeffects
Depth); //layerdepth
}
}
}
}
public bool IsBoxColliding(Rectangle obj) //bounding box collision test
{
return BoundingBox.Intersects(obj);
}
public bool IsBoxColliding(GameObject obj) //overload of previous which takes a GameObject instead of a rectangle
{
if (BoundingBox.Intersects(obj.BoundingBox))
return true;
else
return false;
}
public bool IsCircleColliding(Vector2 objCenter, float objRadius)
{
if (Vector2.Distance(WorldCenter, objCenter) <
(CollisionRadius + objRadius)) //if the distance between centers is greater than the sum
return true; //of the radii, collision has occurred
else
return false; //if not, return false
}
public bool IsCircleColliding(GameObject obj) //overload of previous which takes a GameObject instead of loose values
{
if (Vector2.Distance(this.WorldCenter, obj.WorldCenter) <
(CollisionRadius + obj.CollisionRadius))
return true;
else
return false;
}
public void RotateTo(Vector2 point) //rotates the GameObject to a point
{
Rotation = (float)Math.Atan2(point.Y, point.X);
}
protected Vector2 rotationToVector()
{
return Rotation.RotationToVectorFloat();
} //local version of extension method
#endregion
}
Game1 Draw:
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(); //BEGIN SPRITE DRAW
fpsDisplay.Draw(spriteBatch);
temp.Draw(spriteBatch);
spriteBatch.End(); //END SPRITE DRAW
base.Draw(gameTime);
}
Game1 Update:
protected override void Update(GameTime gameTime)
{
InputHandler.Update(); //update InputHandler
if (InputHandler.IsKeyDown(Keys.Left))
Camera.Position += new Vector2(-3f, 0f);
if (InputHandler.IsKeyDown(Keys.Right))
Camera.Position += new Vector2(3f, 0f);
if (InputHandler.IsKeyDown(Keys.Up))
Camera.Position += new Vector2(0f, -3f);
if (InputHandler.IsKeyDown(Keys.Down))
Camera.Position += new Vector2(0f, 3f);
fpsDisplay.Value = (int)Math.Round(1 / gameTime.ElapsedGameTime.TotalSeconds, 0);
//calculate framerate to the nearest int
temp.Update(gameTime);
base.Update(gameTime);
}
I would guess that your overlapping code is never finding a spot to place the asteroid. It enters a near-infinite (or possibly infinite if space is covered properly) loop that never exits. You could use a counter that given a number of attempts, it just "gives up". Or you can increase the max size of the playing area they can spawn in, or decrease their size; this would reduce the likelyhood of such an infinite loop from occurring, but not make it impossible given enough asteroids.
int attempts = 0;
do //Do-While to ensure that the asteroid gets generated at least once
{
attempts++;
...
foreach (GameObject asteroid in Asteroids)
{
if (tempAsteroid.BoundingBox.Intersects(asteroid.BoundingBox))
{
isOverlap = true;
break;
}
}
} while (isOverlap && attempts < 20); //if overlapping, loop, give up after 20 tries
if (attempts == 20)
{
//log it! Or fix it, or something!
}
Even if you "fix" this by increasing the game size or reducing the asteroid size, I still suggest you make it run a maximum number of times to avoid infinite loops.
Related
I am trying to create an ellipse in 3D space. Ive used
https://www.youtube.com/watch?v=mQKGRoV_jBc
https://www.youtube.com/watch?v=Or3fA-UjnwU&t=390s
https://www.youtube.com/watch?v=lKfqi52PqHk
to create an ellipse. Now the ellipse is constructed via a xAxis and a yAxis. I need to move the middlepoint of the ellipse a given distance in a certain direction and then tilt the hole plane on which the ellipse is constructed at a certain angle.
Now my idea is to take the transform.position of the constructing empty and offset it in the direction needed and at the distance needed. The idea goes then further by simply rotating the constructing empty the given angle. Unfortunelty I have 0 clue how to. Ive provided you with the Ellipse class creating the Ellipse and the EllipseRenderer-script so you have an idea whats going on.
[System.Serializable]
public class Ellipse
{
float xAxis;
float yAxis;
public Ellipse(float xAxis, float yAxis)
{
this.xAxis = xAxis;
this.yAxis = yAxis;
}
public Vector2 Evaluate(float orbitalProgression)
{
float angle = Mathf.Deg2Rad * 360 * orbitalProgression;
float x = Mathf.Sin(angle) * xAxis;
float y = Mathf.Cos(angle) * yAxis;
return new Vector2(x, y);
}
}
,
public class OrbitMotion : MonoBehaviour
{
public Transform orbitingObject;
public Ellipse orbitPath;
[Range(0f,1f)]
public float orbitProgress = 0f;
public float orbitPeriod = 3f;
public bool orbitActive = false;
void Start()
{
if (orbitingObject == null)
{
orbitActive = false;
return;
}
SetOrbitingObjectPosition();
StartCoroutine(AnimateOrbit());
}
void SetOrbitingObjectPosition()
{
Vector2 orbitPos = orbitPath.Evaluate(orbitProgress);
orbitingObject.position = new Vector3(orbitPos.x, 0, orbitPos.y);
}
IEnumerator AnimateOrbit()
{
if (orbitPeriod < 0.1f)
{
orbitPeriod = 0.1f;
}
float orbitspeed = 1 / orbitPeriod;
while (orbitActive)
{
orbitProgress += Time.deltaTime * orbitspeed;
orbitProgress %= 1f;
SetOrbitingObjectPosition();
yield return null;
}
}
}
and
[RequireComponent(typeof(LineRenderer))]
public class EllipseRenderer : MonoBehaviour
{
[Range(3, 36)]
public int segments = 7;
public LineRenderer lr;
public Ellipse ellipse;
private void Awake()
{
lr = GetComponent<LineRenderer>();
CalculateEllipse();
}
void CalculateEllipse()
{
Vector3[] points = new Vector3[segments + 1];
for (int i = 0; i < segments; i++)
{
Vector2 position2D = ellipse.Evaluate((float)i / (float)segments);
points[i] = new Vector3(position2D.x, position2D.y, 0);
}
points[segments] = points[0];
lr.positionCount = segments + 1;
lr.SetPositions(points);
}
public Vector3 CalculatePosition()
{
}
private void OnValidate()
{
CalculateEllipse();
}
}
As the title says, I'm trying to make a simple 2D game similar to Kitty Cannon in Monogame. However I'm having trouble with aligning the cannonball with the pipe, since it's rotatable. How do I connect the cannonball's spawn point with the correct angle and position?
I'm posting the code I currently have below, hope it's understandable!
class CannonBallSprite
{
private Texture2D texture;public bool shootingActive = false;
public bool shootCannon = false;
public bool keyPressed = false;
public Vector2 position;
public Vector2 origin;
public Vector2 speed = new Vector2(0, 0.1f);
public Vector2 originalSpeed = new Vector2(0, 0.1f);
public Vector2 angle; //Trajectory
public float scale;
public float minPower = 10;
public float maxPower = 15;
public float power = 10;
public CannonBallSprite(Texture2D texture)
{
this.texture = texture;
}
public void Update(float rotation, Sprite sprite)
{
if (Keyboard.GetState().IsKeyDown(Keys.Left) && power > minPower && !keyPressed)
{
power -= 1;
keyPressed = true;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right) && power < maxPower && !keyPressed)
{
power += 1;
keyPressed = true;
}
if (Keyboard.GetState().IsKeyUp(Keys.Left) && keyPressed)
{
System.Threading.Thread.Sleep(300);
keyPressed = false;
}
else if(Keyboard.GetState().IsKeyUp(Keys.Right) && keyPressed)
{
System.Threading.Thread.Sleep(300);
keyPressed = false;
}
if (Keyboard.GetState().IsKeyDown(Keys.Space) && !shootingActive)
{
position = new Vector2(107, 365); // here maybe?
sprite.hasHit = false;
shootCannon = true;
}
if(shootCannon)
{
Move(angle, power);
speed += new Vector2(0, 0.1f); //standard gravitation
angle = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
Debug.Write("test");
position += speed; //Definiera marken
}
else
{
speed = originalSpeed;
}
}
public void Move(Vector2 rot, float shootPower)
{
position.X += rot.X * shootPower;
position.Y += rot.Y * shootPower;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, position, null, Color.White, 0, origin, scale, SpriteEffects.None, 0f);
}
}
Game1 Class:
namespace CannonShoot
{
public class Game1 : Game
{
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
private Texture2D cannon;
private Texture2D cannonball;
private Texture2D man;
private SpriteFont font;
private Sprite spriteCannon;
private Sprite manSprite;
private CannonBallSprite cannonBallSprite;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("fontfile");
cannon = Content.Load<Texture2D>("cannon");
cannonball = Content.Load<Texture2D>("cannonball");
man = Content.Load<Texture2D>("man");
spriteCannon = new Sprite(cannon)
{
position = new Vector2(100, 400),
origin = new Vector2(cannon.Width / 2, cannon.Height / 2),
scale = 0.12f
};
cannonBallSprite = new CannonBallSprite(cannonball)
{
position = new Vector2(1150, 3750),
scale = 0.2f
};
manSprite = new Sprite(man)
{
position = new Vector2(700, 250),
origin = new Vector2(man.Width / 2, man.Height / 2),
scale = 0.4f
};
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if(!cannonBallSprite.shootCannon)
{
spriteCannon.Update();
}
//cannonBallSprite = (spriteCannon.position.X, spriteCannon.position.Y);
cannonBallSprite.Update(spriteCannon.rotation, manSprite);
manSprite.UpdateHitbox(cannonBallSprite);
if(cannonBallSprite.position.X >= 1000 || cannonBallSprite.position.Y >= 600) //respawn
{
cannonBallSprite.shootCannon = false;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteCannon.Draw(spriteBatch);
manSprite.Draw(spriteBatch);
cannonBallSprite.Draw(spriteBatch);
spriteBatch.DrawString(font, "Power: " + cannonBallSprite.power, new Vector2(16, 16), Color.Black);
spriteBatch.DrawString(font, "Hits: " + manSprite.hit, new Vector2(16, 62), Color.Black);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Sprite class:
namespace CannonShoot
{
class Sprite
{
private Texture2D texture;
public Vector2 position;
public Vector2 origin;
public float scale;
public float rotationVelocity = 3f;
public float linearVelocity = 4f;
public float minRot = -1f;
public float maxRot = 0f;
public float rotation;
public float hit = 0;
public bool hasHit = false;
public Sprite(Texture2D texture)
{
this.texture = texture;
}
public void Update()
{
if (rotation <= maxRot && rotation >= minRot)
{
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
rotation -= MathHelper.ToRadians(rotationVelocity);
}
else if (Keyboard.GetState().IsKeyDown(Keys.Down))
{
rotation += MathHelper.ToRadians(rotationVelocity);
}
if(rotation < minRot)
{
rotation = minRot;
}
if (rotation > maxRot)
{
rotation = maxRot;
}
}
}
public void UpdateHitbox(CannonBallSprite cbSprite) //hitbox och
{
if(cbSprite.position.X >= 700 && cbSprite.position.Y <= 350 && cbSprite.position.Y >= 150 && !hasHit)
{
hit++;
hasHit = true;
cbSprite.shootCannon = false;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, position, null, Color.White, rotation, origin, scale, SpriteEffects.None, 0f);
}
}
}
Here is how I draw something (object B) at a specific position of something else (object A).
First, you need to have a method (or something) to get the X and Y position of object A:
public float getPosX()
{
return pos.X;
}
Then you simply set the position of your object B in Update method as below:
objectB.setPos(objectA.getposX() + offsetX, objectA.getposY() + offsetY);
I would recommend you draw your object A in a specific scale to your screen's width and height (for example, objectA.width = screenWidth / 10). After doing this, if your object A is moving, your object B will always follow object A's position.
Edit: The image below is the result of my code:
The code to get the barrel position of a rotating object:
angle = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
SpawnPosition = position + angle * TextureWidth * scale; // + .5f * TextureHeight * scale; if origin is at 0,0.
The width and height are based on the cannon texture pointing to the right.
I am having a problem with my RTS game where my enemy units will not attack any base buildings I create after the level starts. They go to attack every other building that was there when the level starts, but none of the built ones.
There is a list being set up of the closest targets to units and they will go to attack their closest target, but any newly instantiated buildings or units, don't get attacked for some reason.
The function DecideWhatToDo() is called on all units in the WorldObject script when they are not doing anything. It then calls FindNearbyObjects() from the WorkManager script.
Everything works up until new units and buildings are created, has anyone experienced this kind of problem before?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using RTS;
public class WorldObject : MonoBehaviour {
BoxCollider boxCollider;
bool isDead;
bool isSinking;
public string objectName;
public Texture2D buildImage;
public int cost, sellValue, maxHitPoints;
public float hitPoints;
public virtual bool IsActive { get { return true; } }
public float weaponRange = 10.0f;
public float weaponRechargeTime = 1.0f;
public float weaponAimSpeed = 1.0f;
public AudioClip attackSound, selectSound, useWeaponSound;
public float attackVolume = 1.0f, selectVolume = 1.0f, useWeaponVolume = 1.0f;
public int ObjectId { get; set; }
public float detectionRange = 20.0f;
public GameObject explosionPrefab, splat;
protected NavMeshAgent agent;
protected AudioElement audioElement;
protected Animator anim;
protected List<WorldObject> nearbyObjects;
protected Rect playingArea = new Rect(0.0f, 0.0f, 0.0f, 0.0f);
protected Player player;
protected string[] actions = { };
protected bool currentlySelected = false;
protected Bounds selectionBounds;
protected GUIStyle healthStyle = new GUIStyle();
protected float healthPercentage = 1.0f;
protected WorldObject target = null;
protected bool attacking = false;
protected bool movingIntoPosition = false;
protected bool aiming = false;
private List<Material> oldMaterials = new List<Material>();
private float currentWeaponChargeTime;
//we want to restrict how many decisions are made to help with game performance
//the default time at the moment is a tenth of a second
private float timeSinceLastDecision = 0.0f, timeBetweenDecisions = 0.1f;
protected virtual void Awake()
{
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider>();
selectionBounds = ResourceManager.InvalidBounds;
CalculateBounds();
}
protected virtual void Start()
{
agent = GetComponent<NavMeshAgent>();
SetPlayer();
if (player) SetTeamColor();
InitialiseAudio();
}
protected virtual void Update()
{
if (isSinking)
{
this.transform.Translate(-Vector3.up * 2.5f * Time.deltaTime);
}
if (ShouldMakeDecision()) DecideWhatToDo();
currentWeaponChargeTime += Time.deltaTime;
if (attacking && !movingIntoPosition && !aiming)
{
PerformAttack();
}
}
/**
* A child class should only determine other conditions under which a decision should
* not be made. This could be 'harvesting' for a harvester, for example. Alternatively,
* an object that never has to make decisions could just return false.
*/
protected virtual bool ShouldMakeDecision()
{
if (!attacking && !movingIntoPosition && !aiming)
{
//we are not doing anything at the moment
if (timeSinceLastDecision > timeBetweenDecisions)
{
timeSinceLastDecision = 0.0f;
Debug.Log("");
return true;
}
timeSinceLastDecision += Time.deltaTime;
}
return false;
}
protected virtual void DecideWhatToDo()
{
//determine what should be done by the world object at the current point in time
Vector3 currentPosition = transform.position;
nearbyObjects = WorkManager.FindNearbyObjects(currentPosition, detectionRange);
if (CanAttack())
{
List<WorldObject> enemyObjects = new List<WorldObject>();
foreach (WorldObject nearbyObject in nearbyObjects)
{
Resource resource = nearbyObject.GetComponent<Resource>();
if (resource) continue;
if (nearbyObject.GetPlayer() != player) enemyObjects.Add(nearbyObject);
}
WorldObject closestObject = WorkManager.FindNearestWorldObjectInListToPosition(enemyObjects, currentPosition);
if (closestObject)
{
attacking = true;
//agent.isStopped = true;
BeginAttack(closestObject);
}
}
}
public Player GetPlayer()
{
return player;
}
protected virtual void OnGUI()
{
if (currentlySelected && !ResourceManager.MenuOpen) DrawSelection();
}
protected virtual void InitialiseAudio()
{
List<AudioClip> sounds = new List<AudioClip>();
List<float> volumes = new List<float>();
if (attackVolume < 0.0f) attackVolume = 0.0f;
if (attackVolume > 1.0f) attackVolume = 1.0f;
sounds.Add(attackSound);
volumes.Add(attackVolume);
if (selectVolume < 0.0f) selectVolume = 0.0f;
if (selectVolume > 1.0f) selectVolume = 1.0f;
sounds.Add(selectSound);
volumes.Add(selectVolume);
if (useWeaponVolume < 0.0f) useWeaponVolume = 0.0f;
if (useWeaponVolume > 1.0f) useWeaponVolume = 1.0f;
sounds.Add(useWeaponSound);
volumes.Add(useWeaponVolume);
audioElement = new AudioElement(sounds, volumes, objectName + ObjectId, this.transform);
}
public void SetPlayer()
{
player = transform.root.GetComponentInChildren<Player>();
}
public bool IsOwnedBy(Player owner)
{
if (player && player.Equals(owner))
{
return true;
}
else
{
return false;
}
}
public void CalculateBounds()
{
selectionBounds = new Bounds(transform.position, Vector3.zero);
foreach (Renderer r in GetComponentsInChildren<Renderer>())
{
selectionBounds.Encapsulate(r.bounds);
}
}
//!!!!!MULTI SELECTION!!!!!
public virtual void SetSelection(bool selected, Rect playingArea)
{
currentlySelected = selected;
if (selected)
{
if (audioElement != null) audioElement.Play(selectSound);
this.playingArea = playingArea;
}
CalculateBounds();
}
//!!!!!MULTI SELECTION!!!!!
public Bounds GetSelectionBounds()
{
return selectionBounds;
}
public string[] GetActions()
{
return actions;
}
public void SetColliders(bool enabled)
{
Collider[] colliders = GetComponentsInChildren<Collider>();
foreach (Collider collider in colliders) collider.enabled = enabled;
}
public void SetTransparentMaterial(Material material, bool storeExistingMaterial)
{
if (storeExistingMaterial) oldMaterials.Clear();
Renderer[] renderers = GetComponentsInChildren<Renderer>();
foreach (Renderer renderer in renderers)
{
if (storeExistingMaterial) oldMaterials.Add(renderer.material);
renderer.material = material;
}
}
public void RestoreMaterials()
{
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (oldMaterials.Count == renderers.Length)
{
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].material = oldMaterials[i];
}
}
}
public void SetPlayingArea(Rect playingArea)
{
this.playingArea = playingArea;
}
public virtual void SetHoverState(GameObject hoverObject)
{
//only handle input if owned by a human player and currently selected
if (player && player.human && currentlySelected)
{
//something other than the ground is being hovered over
if (hoverObject.name != "Ground")
{
Player owner = hoverObject.transform.root.GetComponent<Player>();
Unit unit = hoverObject.transform.parent.GetComponent<Unit>();
Building building = hoverObject.transform.parent.GetComponent<Building>();
if (owner)
{ //the object is owned by a player
if (owner.username == player.username) player.hud.SetCursorState(CursorState.Select);
else if (CanAttack()) player.hud.SetCursorState(CursorState.Attack);
else player.hud.SetCursorState(CursorState.Select);
}
else if (unit || building && CanAttack()) player.hud.SetCursorState(CursorState.Attack);
else player.hud.SetCursorState(CursorState.Select);
}
}
}
public virtual bool CanAttack()
{
//default behaviour needs to be overidden by children
return false;
}
public virtual void PerformAction(string actionToPerform)
{
//it is up to children with specific actions to determine what to do with each of those actions
}
public virtual void MouseClick(GameObject hitObject, Vector3 hitPoint, Player controller)
{
//only handle input if currently selected
if (currentlySelected && hitObject && hitObject.name != "Ground")
{
WorldObject worldObject = hitObject.transform.parent.GetComponent<WorldObject>();
//clicked on another selectable object
if (worldObject)
{
Resource resource = hitObject.transform.parent.GetComponent<Resource>();
if (resource && resource.isEmpty()) return;
Player owner = hitObject.transform.root.GetComponent<Player>();
if (owner)
{ //the object is controlled by a player
if (player && player.human)
{ //this object is controlled by a human player
//start attack if object is not owned by the same player and this object can attack, else select
if (player.username != owner.username && CanAttack())
{
BeginAttack(worldObject);
}
else ChangeSelection(worldObject, controller);
}
else ChangeSelection(worldObject, controller);
}
else ChangeSelection(worldObject, controller);
}
}
}
protected virtual void BeginAttack(WorldObject target)
{
//if (audioElement != null) audioElement.Play(attackSound);
this.target = target;
if (TargetInRange())
{
anim.SetBool("Attacking", true);
attacking = true;
PerformAttack();
}
else AdjustPosition();
}
protected void SetTeamColor()
{
TeamColor[] teamColors = GetComponentsInChildren<TeamColor>();
foreach (TeamColor teamColor in teamColors) teamColor.GetComponent<Renderer>().material.color = player.teamColor;
}
protected virtual void DrawSelectionBox(Rect selectBox)
{
GUI.Box(selectBox, "");
CalculateCurrentHealth(0.35f, 0.65f);
DrawHealthBar(selectBox, "");
}
protected virtual void CalculateCurrentHealth(float lowSplit, float highSplit)
{
healthPercentage = (float)hitPoints / (float)maxHitPoints;
if (healthPercentage > highSplit) healthStyle.normal.background = ResourceManager.HealthyTexture;
else if (healthPercentage > lowSplit) healthStyle.normal.background = ResourceManager.DamagedTexture;
else healthStyle.normal.background = ResourceManager.CriticalTexture;
}
protected void DrawHealthBar(Rect selectBox, string label)
{
healthStyle.padding.top = -20;
healthStyle.fontStyle = FontStyle.Bold;
GUI.Label(new Rect(selectBox.x, selectBox.y - 7, selectBox.width * healthPercentage, 5), label, healthStyle);
}
protected virtual void AimAtTarget()
{
aiming = true;
//this behaviour needs to be specified by a specific object
}
private void ChangeSelection(WorldObject worldObject, Player controller)
{
//this should be called by the following line, but there is an outside chance it will not
SetSelection(false, playingArea);
if (controller.SelectedObject) controller.SelectedObject.SetSelection(false, playingArea);
controller.SelectedObject = worldObject;
worldObject.SetSelection(true, controller.hud.GetPlayingArea());
}
private void DrawSelection()
{
GUI.skin = ResourceManager.SelectBoxSkin;
Rect selectBox = WorkManager.CalculateSelectionBox(selectionBounds, playingArea);
//Draw the selection box around the currently selected object, within the bounds of the playing area
GUI.BeginGroup(playingArea);
DrawSelectionBox(selectBox);
GUI.EndGroup();
}
private bool TargetInRange()
{
Vector3 targetLocation = target.transform.position;
Vector3 direction = targetLocation - transform.position;
if (direction.sqrMagnitude < weaponRange * weaponRange)
{
return true;
}
return false;
}
private void AdjustPosition()
{
Unit self = this as Unit;
if (self)
{
movingIntoPosition = true;
Vector3 attackPosition = FindNearestAttackPosition();
self.StartMove(attackPosition);
attacking = true;
}
else
{
attacking = false;
}
}
private Vector3 FindNearestAttackPosition()
{
Vector3 targetLocation = target.transform.position;
Vector3 direction = targetLocation - transform.position;
float targetDistance = direction.magnitude;
float distanceToTravel = targetDistance - (0.9f * weaponRange);
return Vector3.Lerp(transform.position, targetLocation, distanceToTravel / targetDistance);
}
private void PerformAttack()
{
if (!target)
{
attacking = false;
anim.SetBool("Attacking", false);
anim.SetBool("IsRunning", false);
return;
}
if (!TargetInRange())
{
AdjustPosition();
}
else if (!TargetInFrontOfWeapon())
{
AimAtTarget();
}
else if (ReadyToFire())
{
//attacking = true;
UseWeapon();
}
//if (TargetInRange() && (attacking = true))
//{
// AdjustPosition();
//}
}
private bool TargetInFrontOfWeapon()
{
Vector3 targetLocation = target.transform.position;
Vector3 direction = targetLocation - transform.position;
if (direction.normalized == transform.forward.normalized) return true;
else return false;
}
private bool ReadyToFire()
{
if (currentWeaponChargeTime >= weaponRechargeTime)
{
return true;
}
return false;
}
protected virtual void UseWeapon()
{
if (audioElement != null && Time.timeScale > 0) audioElement.Play(useWeaponSound);
currentWeaponChargeTime = 0.0f;
//this behaviour needs to be specified by a specific object
}
public void TakeDamage(float damage)
{
//GameObject.Instantiate(impactVisual, target.transform.position, Quaternion.identity);
hitPoints -= damage;
if (hitPoints <= 0)
{
Instantiate(explosionPrefab, transform.position + new Vector3(0, 5, 0), Quaternion.identity);
Instantiate(splat, transform.position, Quaternion.identity);
Destroy(gameObject);
}
}
}
using UnityEngine;
using System.Collections.Generic;
namespace RTS
{
public static class WorkManager
{
public static Rect CalculateSelectionBox(Bounds selectionBounds, Rect playingArea)
{
//shorthand for the coordinates of the centre of the selection bounds
float cx = selectionBounds.center.x;
float cy = selectionBounds.center.y;
float cz = selectionBounds.center.z;
//shorthand for the coordinates of the extents of the selection bounds
float ex = selectionBounds.extents.x;
float ey = selectionBounds.extents.y;
float ez = selectionBounds.extents.z;
//Determine the screen coordinates for the corners of the selection bounds
List<Vector3> corners = new List<Vector3>();
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx + ex, cy + ey, cz + ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx + ex, cy + ey, cz - ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx + ex, cy - ey, cz + ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx - ex, cy + ey, cz + ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx + ex, cy - ey, cz - ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx - ex, cy - ey, cz + ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx - ex, cy + ey, cz - ez)));
corners.Add(Camera.main.WorldToScreenPoint(new Vector3(cx - ex, cy - ey, cz - ez)));
//Determine the bounds on screen for the selection bounds
Bounds screenBounds = new Bounds(corners[0], Vector3.zero);
for (int i = 1; i < corners.Count; i++)
{
screenBounds.Encapsulate(corners[i]);
}
//Screen coordinates start in the bottom left corner, rather than the top left corner
//this correction is needed to make sure the selection box is drawn in the correct place
float selectBoxTop = playingArea.height - (screenBounds.center.y + screenBounds.extents.y);
float selectBoxLeft = screenBounds.center.x - screenBounds.extents.x;
float selectBoxWidth = 2 * screenBounds.extents.x;
float selectBoxHeight = 2 * screenBounds.extents.y;
return new Rect(selectBoxLeft, selectBoxTop, selectBoxWidth, selectBoxHeight);
}
public static GameObject FindHitObject(Vector3 origin)
{
Ray ray = Camera.main.ScreenPointToRay(origin);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, ResourceManager.RayCastLimit)) return hit.collider.gameObject;
return null;
}
public static Vector3 FindHitPoint(Vector3 origin)
{
Ray ray = Camera.main.ScreenPointToRay(origin);
RaycastHit hit;
Debug.DrawRay(ray.origin, ray.direction * ResourceManager.RayCastLimit, Color.yellow);
if (Physics.Raycast(ray, out hit, ResourceManager.RayCastLimit)) return hit.point;
return ResourceManager.InvalidPosition;
}
public static List<WorldObject> FindNearbyObjects(Vector3 position, float range)
{
Collider[] hitColliders = Physics.OverlapSphere(position, range);
HashSet<int> nearbyObjectIds = new HashSet<int>();
List<WorldObject> nearbyObjects = new List<WorldObject>();
for (int i = 0; i < hitColliders.Length; i++)
{
Transform parent = hitColliders[i].transform.parent;
if (parent)
{
WorldObject parentObject = parent.GetComponent<WorldObject>();
if (parentObject && !nearbyObjectIds.Contains(parentObject.ObjectId))
{
nearbyObjectIds.Add (parentObject.ObjectId);
nearbyObjects.Add (parentObject);
}
}
}
return nearbyObjects;
}
public static WorldObject FindNearestWorldObjectInListToPosition(List<WorldObject> objects, Vector3 position)
{
if (objects == null || objects.Count == 0) return null;
WorldObject nearestObject = objects[0];
float sqrDistanceToNearestObject = Vector3.SqrMagnitude(position - nearestObject.transform.position);
for (int i = 1; i < objects.Count; i++)
{
float sqrDistanceToObject = Vector3.SqrMagnitude(position - objects[i].transform.position);
if (sqrDistanceToObject < sqrDistanceToNearestObject)
{
sqrDistanceToNearestObject = sqrDistanceToObject;
nearestObject = objects[i];
}
}
return nearestObject;
}
}
}
The first thing you need to check is if inside
FindNearbyObjects()
The variable
hitColliders = Physics.OverlapSphere(position, range);
Changes it's size when you instantiate new buildings. In case that is not the case, it may be because you are not adding colliders to the buildings when you instantiate them.
However, I think there are better ways for you to detect buildings without using this Physics.OverlapSphere(), which may be expensive in performance. If I were you I will would give a special tag to the buildings (the original and the instantiated ones) and I will use that in my logic to detect them. So they will be potential targets in your method:
DecideWhatToDo()
Here you can read about how to tag the GameObjects:
https://docs.unity3d.com/Manual/Tags.html
So I'm making a Space Invaders clone in XNA. I created the invaders array and added their movement logic. I want to make them shoot bullets. So I've been following a tutorial about it and used only the code I need. But still no bullets are drawn on the screen. Here's my invader class, I removed what is not related to the question from it:
class botInvaders
{
public botInvaders(Texture2D newBulletTex)
{
bulletsList = new List<blasterLasers>();
bulletTex = newBulletTex;
botInvadersHealth = 5;
currentDificultyLevel = 1;
bulletDelay = 40;
isVisible = true;
}
public static Texture2D botInvaderTex, bulletTex;
public static Rectangle botInvaderHitBox;
public static Vector2 botInvaderOrigin;
public int botInvaderCurrentFrame = 1, botInvaderFrameWidth = 52, botInvaderFrameHeight = 90, bulletDelay, botInvadersHealth, currentDificultyLevel, invaderRows = 3, invaderCollumns = 10; // invaderRows = 5 // For 50 invaders
public static Rectangle[,] botInvadersRect;
public bool isVisible;
public List<blasterLasers> bulletsList;
public void LoadContent(ContentManager Content)
{
botInvaderTex = Content.Load<Texture2D>(".\\gameGraphics\\gameSprites\\botInvaders\\normalInvaders\\invaderShip1");
bulletTex = Content.Load<Texture2D>(".\\gameGraphics\\gameSprites\\botInvaders\\normalInvaders\\botInvaderLaser");
botInvadersRect = new Rectangle[invaderRows, invaderCollumns];
}
public void Update(GameTime gameTime)
{
for (int r = 0; r < invaderRows; r++)
{
for (int c = 0; c < invaderCollumns; c++)
{
EnemyShoot();
UpdateBullets();
}
}
}
public void Draw(Texture2D invadersTex, Rectangle[,] invadersDestinationRect, Nullable<Rectangle> invadersSourceRect, Color invadersColor, float invadersRotation, Vector2 invadersOrigin, SpriteEffects invadersEffects, float invadersScale, SpriteBatch spriteBatch)
{
for (int r = 0; r < invaderRows; r++)
{
for (int c = 0; c < invaderCollumns; c++)
{
spriteBatch.Draw(botInvaderTex, botInvadersRect[r, c], botInvaderHitBox, Color.White);
foreach (blasterLasers bulletSpawn in bulletsList)
{
bulletSpawn.Draw(spriteBatch);
}
}
}
}
public void UpdateBullets()
{
foreach (blasterLasers bulletsSpawn in bulletsList)
{
bulletsSpawn.bulletPos.Y = bulletsSpawn.bulletPos.Y + bulletsSpawn.bulletSpeed;
if (bulletsSpawn.bulletPos.Y >= -632)
{
bulletsSpawn.isVisible = false;
}
}
for (int i = 0; i < bulletsList.Count(); i++)
{
if (!bulletsList[i].isVisible)
{
bulletsList.RemoveAt(i);
i--;
}
}
}
public void EnemyShoot()
{
if (bulletDelay >= 0)
{
bulletDelay--;
}
if (bulletDelay <= 0)
{
blasterLasers newBullet = new blasterLasers(bulletTex);
newBullet.bulletPos = new Vector2(botInvaderHitBox.X + botInvaderFrameWidth / 2 - newBullet.bulletTex.Width / 2, botInvaderHitBox.Y + 90);
newBullet.isVisible = true;
if (bulletsList.Count() < 20)
{
bulletsList.Add(newBullet);
}
}
if (bulletDelay == 0)
{
bulletDelay = 40;
}
}
}
I initialize the class in Game1:
// Create a var
botInvaders botInvader;
// Init it
botInvader = new botInvaders(botInvaders.bulletTex);
// Load Content
botInvader.LoadContent(Content);
// Update
botInvader.Update(gameTime);
// Draw Invaders
botInvader.Draw(botInvaders.botInvaderTex, botInvaders.botInvadersRect, botInvaders.botInvaderHitBox, Color.White, 0f, botInvaders.botInvaderOrigin, SpriteEffects.None, 1.0f, spriteBatch);
Could the problem be that I'm not actually drawing the bullets?
Or I'm not adding any bullets to the list?
If I debug I can see:
bulletsList Count = 0
_size 0
_items [0] null [1] null [2] null [3] null
EDIT:
blasterLasers class:
public class blasterLasers
{
public Texture2D bulletTex;
public Vector2 bulletOrigin, bulletPos;
public bool isVisible;
public float bulletSpeed;
public Rectangle boundingBox;
public blasterLasers(Texture2D newBulletTex)
{
bulletSpeed = 10f;
bulletTex = newBulletTex;
isVisible = false;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(bulletTex, bulletPos, Color.White);
}
}
It looks like you are removing the bullets from bulletslist when you call UpdateBullets, so when you go call Draw, it loops through bulletList, which is empty, hence nothing is drawn.
How would you see if a key has been released?
I want for example, when the user released the Left key, the animation of the character stops and stays on the frame where he is looking/facing left
Here is my player class:
public class Player
{
#region Animation
int currentFrame;
int frameWidth;
int frameHeight;
float timer;
float interval = 65;
#endregion
private Texture2D texture;
private Vector2 position = new Vector2(64, 200);
private Vector2 velocity;
private Rectangle rectangle;
private bool isMoving;
KeyboardState keyState;
public enum playerStates
{
RIGHT,
LEFT,
WALKINGRIGHT,
WALKINGLEFT
}
playerStates currentPlayerState = playerStates.LEFT;
private bool hasJumped = false;
public Vector2 Position
{
get { return position; }
}
public Player(Texture2D newTexture, Vector2 newPosition, int newFrameWidth, int newFrameHeight)
{
texture = newTexture;
position = newPosition;
frameWidth = newFrameWidth;
frameHeight = newFrameHeight;
isMoving = false;
}
public void LoadContent(ContentManager Content)
{
texture = Content.Load<Texture2D>("Mario/full");
}
public void Update(GameTime gameTime)
{
rectangle = new Rectangle(currentFrame * frameWidth, 0, frameWidth, frameHeight);
position = position + velocity;
#region Key Presses
KeyboardState lastKeyState = keyState;
keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Left))
{
//position.X -= 1;
AnimateLeft(gameTime);
currentPlayerState = playerStates.LEFT;
isMoving = true;
}
if (keyState.IsKeyDown(Keys.Right))
{
//position.X -= 1;
AnimateRight(gameTime);
currentPlayerState = playerStates.RIGHT;
isMoving = true;
}
//Check for last keypresses
#endregion
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texture, position, rectangle, Color.White, 0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1);
}
#region DrawAnimation
public void AnimateLeft(GameTime gameTime)
{
timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 2;
if (timer > interval)
{
currentFrame++;
timer = 0;
if (currentFrame > 3 || currentFrame < 2)
{
currentFrame = 2;
}
}
}
public void AnimateRight(GameTime gameTime)
{
timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds / 2;
if (timer > interval)
{
currentFrame++;
timer = 0;
if (currentFrame > 5 || currentFrame < 3)
{
currentFrame = 4;
}
}
}
#endregion
}
If you want to check if a key is "toggled" or pressed, you need to use two KeyboardStates, one for the current frame, and one for the last frame. Looks like you already had some of this going on, but I will just start here
public static KeyboardState CurrentKeyboardState;
public static KeyboardState LastKeyboardState;
In your update method, you need to set these
LastKeyboardState = CurrentKeyboardState;
CurrentKeyboardState = Keyboard.GetState();
For checking if a key was pressed, it must be down one frame, and up the other. So we can check with that.
if (LastKeyboardState.IsKeyDown(Keys.Left) && !CurrentKeyboardState.IsKeyDown(Keys.Left))
//Do Stuff
You can do what I have done, and make a handy extension method so you can simply do if (Keys.Left.IsKeyToggled). If you haven't used extension methods before, you can read about them here. You will need a static class
public static class Extensions
{
}
And just use a method which has the code we used above, Replace "Class" with whatever class has the keyboard states.
public static bool IsKeyToggled(this Keys key)
{
return Class.LastKeyboardState.IsKeyDown(key) && !Class.CurrentKeyboardState.IsKeyDown(key)
}