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Help with Worm Clone Draw() method


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#1 Manhattanisgr8   Members   -  Reputation: 487

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Posted 23 April 2013 - 02:19 PM

I am currently working in a worm clone and I am having trouble drawing the worm's body to the screen. I am trying to draw the worm's head, 2 body parts, and then the tail. It is drawing the head, 1 body part, and then the tail. The body part is drawing right behind the head as I want it to, and then there is a space where the second body part should be drawing, then the tail. Any assistance would be greatly appreciated.

 

Update():

 switch (currentDirection)
            {
                case Direction.Right:
                    bodyPosition.X = wormHeadPosition.X - wormBodyWidth + 1;
                    wormTailPosition.X = bodyPosition.X - ((wormBodyTexture.Count - 1) * wormBodyWidth) - wormTailWidth + 2;
                    bodyPosition.Y = wormHeadPosition.Y;
                    wormTailPosition.Y = bodyPosition.Y;

                    wormBodyPosition[0] = bodyPosition;
                    for (int i = 1; i < wormBodyTexture.Count; i++)
                    {
                        bodyPosition.X += -wormBodyWidth + 1;
                        wormBodyPosition[i] = bodyposition;
                    }

                    break;

Draw():

public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(wigglesTail, wormTailPosition, Color.White);

            for (int i = 0; i < wormBodyTexture.Count - 1; i++)
            {
                spriteBatch.Draw(wormBodyTexture[i], wormBodyPosition[i], Color.White);
            }

            spriteBatch.Draw(wigglesHead, wormHeadPosition, Color.White);
        }

 


Cpl Alt, Travis A

USMC


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#2 MrZeo   Members   -  Reputation: 116

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Posted 24 April 2013 - 01:02 AM

Its hard to tell, maybe you are incorrectly substracting 1 when looping through your body parts in draw?

 

for (int i = 0; i < wormBodyTexture.Count; i++)

 

Have you considered making a simple BodyPart class, and making a list of those that would represent the worm. First object in the list would be the head and last one the tail. When the worm moves you would just remove the last item from the list and insert new one at the start of the list based on direction you are going. When you eat something you just dont remove the last item and thus the worm gets larger. For collision you can easily check if the new head position collides with any other BodyPart in the list or walls of the map. When drawing you would just loop through the list, drawing the first part with head texture, last with tail, and the rest with body texture. Later on when you have the basics down you could easily expand the class to do all kinds of neat stuff. I hope that wasn't too confusing. :>



#3 Manhattanisgr8   Members   -  Reputation: 487

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Posted 24 April 2013 - 05:29 PM

If I don't subtract one from the body count, I get an out of range exception error. I am currently using a List for the body. Haven't thought about just making the whole worm a List. I will try it, hopefully with better results.


Cpl Alt, Travis A

USMC


#4 xnafan   Members   -  Reputation: 159

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Posted 09 May 2013 - 06:39 AM

Hi Manhattanisgr8 :) 

 

I am currently making a tutorial on how to code a snake game in XNA, so you're welcome to have my code so far to look at for inspiration.

I've chosen the List<Point> implementation, and then just drawing the List[0] part as a different texture to show the head.

 

Here's the code, and here's a screendump of the game so far:

 

2013-05-09_142937.png

 

Let me know if any of it gives you any trouble :)

 

Kind regards - Jakob


www.xnafan.net - tutorials, tools and code samples for making games :)





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