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raidzero

Menu is being redrawn?

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I'm trying to create a menu for game using XNA. I'm using a button to trigger the change of the background to some other image but the new image is drawn then the previous background is drawn again.

Main.cs
[CODE]
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;
using TestGame.Controls;
using TestGame.GameStates;
namespace TestGame
{
public class Main : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
InputHandler inputHandler;
public SpriteBatch spriteBatch;
public SpriteFont spriteFont;
MainMenu mainMenu;
Vector2 position;
public Main()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
inputHandler = new InputHandler();
mainMenu = new MainMenu(this);
graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720;
}
protected override void Initialize()
{
this.IsMouseVisible = true;
base.Initialize();
mainMenu.MenuInitialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
spriteFont = Content.Load<SpriteFont>(@"Fonts\MainFont");
mainMenu.MenuLoadContent();
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
inputHandler.Update();
if (inputHandler.currentKeyState.IsKeyDown(Keys.Escape))
this.Exit();
mainMenu.frameTime = gameTime.ElapsedGameTime.Milliseconds / 1000;
MouseState mouseState = Mouse.GetState();
mainMenu.mouseX = mouseState.X;
mainMenu.mouseY = mouseState.Y;
mainMenu.previouslyPressed = mainMenu.mousePressed;
mainMenu.mousePressed = mouseState.LeftButton == ButtonState.Pressed;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
mainMenu.MenuDraw();
mainMenu.UpdateButtons();
spriteBatch.End();
base.Draw(gameTime);
}
}
}
[/CODE]

MainMenu.cs
[CODE]
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace TestGame.GameStates
{
public class MainMenu
{
enum buttonState { hover, up, released, down }
const int numberOfButtons = 4, newGameButtonIndex = 0, loadGameButtonIndex = 1, optionsButtonIndex = 2, quitButtonIndex = 3, buttonHeight = 48, buttonWidth = 80;
Color[] buttonColor = new Color[numberOfButtons];
Rectangle[] buttonRect = new Rectangle[numberOfButtons];
buttonState[] buttonSt = new buttonState[numberOfButtons];
Texture2D[] buttonTexture = new Texture2D[numberOfButtons];
double[] buttonTimer = new double[numberOfButtons];
public bool mousePressed, previouslyPressed = false;
public int mouseX, mouseY;
public double frameTime;
int buttonPadding;
Main main;
Texture2D backgroundImage;
Texture2D backgroundImageFade;
public MainMenu(Game game)
{
main = (Main)game;
}
public void MenuInitialize()
{
for (int i = 0; i < numberOfButtons; i++)
{
buttonSt[i] = buttonState.up;
buttonColor[i] = Color.White;
buttonTimer[i] = 0.0;
buttonRect[i] = new Rectangle(0, buttonPadding, buttonWidth, buttonHeight);
buttonPadding += buttonHeight;
}
}
public void MenuLoadContent()
{
backgroundImage = main.Content.Load<Texture2D>(@"Backgrounds\titlescreen");
backgroundImageFade = main.Content.Load<Texture2D>(@"Backgrounds\titlescreenfade");
buttonTexture[newGameButtonIndex] = main.Content.Load<Texture2D>(@"Sprites\desktop");
buttonTexture[loadGameButtonIndex] = main.Content.Load<Texture2D>(@"Sprites\desktop");
buttonTexture[optionsButtonIndex] = main.Content.Load<Texture2D>(@"Sprites\desktop");
buttonTexture[quitButtonIndex] = main.Content.Load<Texture2D>(@"Sprites\desktop");
}
public void MenuDraw()
{
main.spriteBatch.Draw(backgroundImage, new Vector2(0, 0), Color.White);
for (int i = 0; i < numberOfButtons; i++)
{
main.spriteBatch.Draw(buttonTexture[i], buttonRect[i], buttonColor[i]);
}
}
Boolean targetImageAlpha(Rectangle rect, Texture2D texture, int x, int y)
{
return targetImageAlpha(0, 0, texture, texture.Width * (x - rect.X) / rect.Width, texture.Height * (y - rect.Y) / rect.Height);
}
Boolean targetImageAlpha(float tx, float ty, Texture2D texture, int x, int y)
{
if (targetImage(tx, ty, texture, x, y))
{
uint[] data = new uint[texture.Width * texture.Height];
texture.GetData<uint>(data);
if ((x - (int)tx) + (y - (int)ty) * texture.Width < texture.Width * texture.Height)
{
return ((data[(x - (int)tx) + (y - (int)ty) * texture.Width] & 0xFF000000) >> 24) > 20;
}
}
return false;
}
Boolean targetImage(float tx, float ty, Texture2D texture, int x, int y)
{
return (x >= tx && x <= tx + texture.Width && y >= ty && y <= ty + texture.Height);
}
public void UpdateButtons()
{
for (int i = 0; i < numberOfButtons; i++)
{
if (targetImageAlpha(buttonRect[i], buttonTexture[i], mouseX, mouseY))
{
buttonTimer[i] = 0.0;
if (mousePressed)
{
buttonSt[i] = buttonState.down;
buttonColor[i] = Color.Blue;
}
else if (!mousePressed && previouslyPressed)
{
if (buttonSt[i] == buttonState.down)
{
buttonSt[i] = buttonState.released;
}
}
else
{
buttonSt[i] = buttonState.hover;
buttonColor[i] = Color.LightBlue;
}
}
else
{
buttonSt[i] = buttonState.up;
if (buttonTimer[i] > 0)
{
buttonTimer[i] = buttonTimer[i] - frameTime;
}
else
{
buttonColor[i] = Color.White;
}
}
if (buttonSt[i] == buttonState.released)
{
onButtonClick(i);
}
}
}
void onButtonClick(int i)
{
switch (i)
{
case newGameButtonIndex:
//main.spriteBatch.DrawString(main.spriteFont, "Creating new game", new Vector2(100, 200), Color.White);
main.spriteBatch.Draw(backgroundImageFade, new Vector2(0, 0), Color.White);
break;
default:
break;
}

}
}
}
[/CODE]

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This is very strange. Are you sure the images are correct? It appears that you are drawing the correct number of times.

This said, you should check the [url="http://create.msdn.com/en-US/education/catalog/sample/game_state_management"]game state sample from create.xna.com[/url] for more details on how to create screen and menu system ;).

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At a brief glance, it seems simple, maybe I missed something; in MenuDraw you always draw the background image; in onButtonClick however you only draw the new background if there was a click. This means that you only draw the background for one frame per click event.

What you want to do is have a state variable for which background is the current one, which you change when the appropriate event occurs; in MenuDraw, read this to find which is the correct one and then draw it.

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