-I want to slow down the frame rate...it is really fast.
-I set the background color to "CornflowerBlue" so that the background of the cell would blend in with the background, but it ended-up adding a slight blue tint to the image as well. How can I prevent that?
Here is my current code:
First, the sprite sheet:
main source
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 XNARobotz
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
AnimatedSprite animatedSprite;
private Texture2D powersource1;
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
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);
powersource1 = Content.Load<Texture2D>("powersource1");
Texture2D texture = Content.Load<Texture2D>("powersourceanimated1a");
animatedSprite = new AnimatedSprite(texture, 1, 8);
// 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
animatedSprite.Update();
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.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(powersource1, new Rectangle(0, 0, 32, 32), Color.White);
spriteBatch.End();
animatedSprite.Draw(spriteBatch, new Vector2(100, 100));
base.Draw(gameTime);
}
}
}
class to support the cell animation
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
namespace XNARobotz
{
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 width = 31;
int height = 31;
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.Begin();
spriteBatch.Draw(Texture, destinationRectangle, sourceRectangle, Color.CornflowerBlue);
spriteBatch.End();
}
}
}
Also, here is a short movie showing the above code running in the XNA IDE:
robotz anim demo