Jump to content
  • Advertisement
Sign in to follow this  
JoshBaker

Problems with my 2D animation

This topic is 2831 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi ,
Ive recently done a class which i can recreate to animate however and howmany sprites as i like.
Problem is , the width and height seem to be getting horrible wrong and are never aligned properly!

Animated class:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;

namespace FirstGame
{
public class AnimatedSprite
{
public Texture2D Texture { get; set; }
public int Rows { get; set; }
public int Columns { get; set; }
private int currentFrame;
private int totalFrames;


public AnimatedSprite(Texture2D texture, int rows, int columns)
{
Texture = texture;
Rows = rows;
Columns = columns;
currentFrame = 0;
totalFrames = Rows * Columns;
}

public void Update()
{

currentFrame++;
if (currentFrame == totalFrames)
currentFrame = 0;
}

public void Draw(SpriteBatch spriteBatch, Vector2 location)
{
int width = Texture.Width / Rows;
int height = Texture.Height / Columns;
int row = (int)((float)currentFrame / (float)Columns);

int column = currentFrame % Columns;




Rectangle sourceRectangle = new Rectangle(width * column, height * row, width, height);
Rectangle destinationRectangle = new Rectangle((int)location.X, (int)location.Y, width, height);





spriteBatch.Draw(Texture, destinationRectangle, sourceRectangle, Color.White);



}
}}



animatedBullet = new AnimatedSprite(Bullet, 1, 10);
animatedShield = new AnimatedSprite(Shield, 2, 8);


animatedBullet.Update();
animatedShield.Update();



animatedBullet.Draw(spriteBatch, FixOrigin(SpritePosition));
animatedShield.Draw(spriteBatch, shieldOffset);



This is used in my main Game.cs



As you can see the shield is cut off at the top and no matter what kind of numbers i put in , it never comes out right! :@


helpof.png

Uploaded with ImageShack.us

Share this post


Link to post
Share on other sites
Advertisement
The only thing that catches my eye is:

int width = Texture.Width / Rows;
int height = Texture.Height / Columns;


The 'Rows' and 'Columns' need to be swapped.

Share this post


Link to post
Share on other sites

The only thing that catches my eye is:

int width = Texture.Width / Rows;
int height = Texture.Height / Columns;


The 'Rows' and 'Columns' need to be swapped.


These seems to have fixed it!
Thank you man...

Just one more problem , the animations are playing way to fast... Any easy way around this without completely slowing down the entire game?

Share this post


Link to post
Share on other sites
Okay i added a timeinterval and made the class add a frame every time the counter reached 500 milliseconds.
This is making the Animation working good although now ive hit another problem...

As soon as i have more than 1 thing animating (deriving from the same class) the game decides to stop animating the previous sprite sheet...


talk about problem after problem :|

ill post code as soon as im back from Uni :)...

Share this post


Link to post
Share on other sites
Sorry to bring this back up.

But i never fixed my problem...

when one of my animating.update is occuring , the other doesnt work...


helpb.png

Uploaded with ImageShack.us

Here the shield is animating , but when i fire , my laser doesnt animate?

if (powerCollision == true && powerUp1Collected == true)
{


animatedShield.Update();


}



shield animating...

if (FireRate < 100 && RedFireMode == true)
{
animatedBullet.Update();

}


Firing animating...

These do not work together?...

for (i = 0; i < 20; i++)
{
if (aEnemy.x > BulletPosition.X && aEnemy.y > BulletPosition.Y && aEnemy.y < BulletPosition.Y && RedFireMode == true && aEnemy.enemyAlive == true)
{

aEnemy.enemyAlive = false;
BulletPosition.X = -5000;
BulletPosition.Y = -5000;



}



This code if for my enemy collision...
My bullet only fires on the X axis ( its a laser...)
yet the collision is awful and don't know why?

Please help!

Share this post


Link to post
Share on other sites
Well, for one...

aEnemy.y > BulletPosition.Y && aEnemy.y < BulletPosition.Y

This here will always fail as the enemy's y position cannot be larger AND smaller than the bullet's y position at the same time. Check to see if the enemy's position falls within a range instead. For example...

aEnemy.y > (BulletPosition.Y + 8) && aEnemy.y < (BulletPosition.Y - 8)

Or simpler still, just test to see if the difference between the bullet and the enemy's positions is less than a certain size.

abs(aEnemy.y - BulletPosition.Y) < 8

Share this post


Link to post
Share on other sites

Well, for one...

aEnemy.y > BulletPosition.Y && aEnemy.y < BulletPosition.Y

This here will always fail as the enemy's y position cannot be larger AND smaller than the bullet's y position at the same time. Check to see if the enemy's position falls within a range instead. For example...

aEnemy.y > (BulletPosition.Y + 8) && aEnemy.y < (BulletPosition.Y - 8)

Or simpler still, just test to see if the difference between the bullet and the enemy's positions is less than a certain size.

abs(aEnemy.y - BulletPosition.Y) < 8

That worked thanks!
But im still having problems with having two things animate at the same time? :| Anyone had this problem before...

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!