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## Help with Rectangle Lists (C# XNA)

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### #1Confirm4Crit  Members

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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()
{
this.IsMouseVisible = true;

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
/// </summary>
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);

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

}

/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
{
// 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
this.Exit();

if (timeRemaining == 0.0f && playerScore >= 10)
{
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();

base.Draw(gameTime);
}
}
}