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Help with Rectangle Lists (C# XNA)


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#1 Confirm4Crit   Members   -  Reputation: 310

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Posted 10 April 2012 - 10:26 PM

Basically, I've been taking a tutorial I found, and I added a Rectangle.
A lot of people have said I should turn these two separate rectangles into a list.

Looking at tutorials and posts, I've come up with this idea, but it doesn't work. When it hits a score>10, it doesn't stop drawing, unlike anything <10.

Any advice on this would be great. Here's a link to the project, source code below. http://dl.dropbox.co...reChaseHelp.zip

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 SquareChase
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
	    GraphicsDeviceManager graphics;
	    SpriteBatch spriteBatch;
	    Random rand = new Random();
		
	    Texture2D squareTexture;
	    Texture2D squareTexture2;
	    Texture2D squareTexture3;
		
	    Rectangle currentSquare;
	    Rectangle currentSquare2;
	    Rectangle currentSquare3;

	    List<Rectangle> rectangles = new List<Rectangle>();




	    int playerScore = 11;
		

	    int numberOfTextures = 2;
		

	    float timeRemaining = 0.0f;

	    const float TimePerSquare = 0.85f;
	    const float TimePerSquare2 = 1.00f;
	    const float TimePerSquare3 = 1.95f;
	    Color[] colors = new Color[3] { Color.Red, Color.Green, Color.Blue };

	    public Game1()
	    {
		    graphics = new GraphicsDeviceManager(this);
		    Content.RootDirectory = "Content";

			
			
			
	    }

	    /// <summary>
	    /// Allows the game to perform any initialization it needs to before starting to run.
	    /// This is where it can query for any required services and load any non-graphic
	    /// related content.  Calling base.Initialize will enumerate through any components
	    /// and initialize them as well.
	    /// </summary>
	    protected override void Initialize()
	    {
		    // TODO: Add your initialization logic here
		    this.IsMouseVisible = true;

			
		   
			
		    rectangles.Add(new Rectangle(
				    rand.Next(0, this.Window.ClientBounds.Width - 25),
				    rand.Next(0, this.Window.ClientBounds.Height - 25),
				    25, 25));

		    base.Initialize();
	    }

	    /// <summary>
	    /// LoadContent will be called once per game and is the place to load
	    /// all of your content.
	    /// </summary>
	    protected override void LoadContent()
	    {
		    // Create a new SpriteBatch, which can be used to draw textures.
		    spriteBatch = new SpriteBatch(GraphicsDevice);
		    squareTexture = Content.Load<Texture2D>(@"Textures\SQUARE");
		    squareTexture2 = Content.Load<Texture2D>(@"Textures\SQUARE2");
		    squareTexture3 = Content.Load<Texture2D>(@"Textures\SQUARE3");

		    Texture2D[] textures = new Texture2D[numberOfTextures];
		    for (int i = 0; i < numberOfTextures; i++)
		    {
			    string randomBackgroundAssetName = string.Concat("Content\\background", i);
			    textures[i] = Content.Load<Texture2D>(randomBackgroundAssetName) as Texture2D;
		    }
			

		    // TODO: use this.Content to load your game content here
	    }

	    /// <summary>
	    /// UnloadContent will be called once per game and is the place to unload
	    /// all content.
	    /// </summary>
	    protected override void UnloadContent()
	    {
		    // TODO: Unload any non ContentManager content here
	    }

	    /// <summary>
	    /// Allows the game to run logic such as updating the world,
	    /// checking for collisions, gathering input, and playing audio.
	    /// </summary>
	    /// <param name="gameTime">Provides a snapshot of timing values.</param>
	    protected override void Update(GameTime gameTime)
	    {
		    // Allows the game to exit
		    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
			    this.Exit();

		    // TODO: Add your update logic here
		    if (timeRemaining == 0.0f && playerScore >= 10)
		    {
			    rectangles.Add(new Rectangle(rand.Next(0, this.Window.ClientBounds.Width - 25),
				    rand.Next(0, this.Window.ClientBounds.Height - 25),
				    25, 25));
			    timeRemaining = TimePerSquare;
		    }
			
		    if (timeRemaining == 0.0f && playerScore >= 5 && playerScore <= 9)
		    {
			    currentSquare2 = new Rectangle(
				    rand.Next(0, this.Window.ClientBounds.Width - 25),
				    rand.Next(0, this.Window.ClientBounds.Height - 25),
				    25, 25);
			    timeRemaining = TimePerSquare2;
		    }

		    if (timeRemaining == 0.0f && playerScore < 5)
		    {
			    currentSquare3 = new Rectangle(
				    rand.Next(0, this.Window.ClientBounds.Width - 25),
				    rand.Next(0, this.Window.ClientBounds.Height - 25),
				    25, 25);
			    timeRemaining = TimePerSquare3;

			    currentSquare2 = new Rectangle(
				    rand.Next(0, this.Window.ClientBounds.Width - 25),
				    rand.Next(0, this.Window.ClientBounds.Height - 25),
				    25, 25);
			    timeRemaining = TimePerSquare3;
		    }
		  
		  
			
		    MouseState mouse = Mouse.GetState();



		   
		    if ((mouse.LeftButton == ButtonState.Pressed) &&
		    (currentSquare2.Contains(mouse.X, mouse.Y)))
		    {
			    playerScore++;
			    timeRemaining = 0.0f;
		    }
		    timeRemaining = MathHelper.Max(0, timeRemaining -
		    (float)gameTime.ElapsedGameTime.TotalSeconds);
		    this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();
			

		    if ((mouse.LeftButton == ButtonState.Pressed) &&
		    (currentSquare3.Contains(mouse.X, mouse.Y)))
		    {
			    playerScore++;
			    timeRemaining = 0.0f;
		    }
		    timeRemaining = MathHelper.Max(0, timeRemaining -
			 (float)gameTime.ElapsedGameTime.TotalSeconds);
		    this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();

		    foreach (Rectangle rect in rectangles)
		    {
			    if ((mouse.LeftButton == ButtonState.Pressed) &&
			    (rect.Contains(mouse.X, mouse.Y)))
			    {
				    playerScore++;
				    timeRemaining = 0.0f;
			    }
			    timeRemaining = MathHelper.Max(0, timeRemaining -
			    (float)gameTime.ElapsedGameTime.TotalSeconds);
			    this.Window.Title = "Click and hold the LMB and catch the squares! Score : " + playerScore.ToString();
		    }

		    base.Update(gameTime);
	    }

	    /// <summary>
	    /// This is called when the game should draw itself.
	    /// </summary>
	    /// <param name="gameTime">Provides a snapshot of timing values.</param>
	    protected override void Draw(GameTime gameTime)
	    {
		    GraphicsDevice.Clear(Color.Gray);
		    spriteBatch.Begin();
		    if (playerScore >= 10)
		    {
			    foreach (Rectangle rect in rectangles)
				    spriteBatch.Draw(squareTexture, rect, colors[playerScore % 3]);
		    }
		   
		    if(playerScore >= 5 && playerScore <= 9)
		    {
			    spriteBatch.Draw(squareTexture2, currentSquare2, colors[playerScore % 3]);
		    }
		    if (playerScore < 5)
		    {
			    spriteBatch.Draw(squareTexture3, currentSquare3, colors[playerScore % 3]);
			    spriteBatch.Draw(squareTexture2, currentSquare2, colors[playerScore % 3]);
		    }
			
		    spriteBatch.End();

		    // TODO: Add your drawing code here

		    base.Draw(gameTime);
	    }
    }
}

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