I'm trying to program a game with a friend, and I'm very confused as to how to draw sprites. I can draw code in my Game1 class, below.
namespace SweetGeorgiaBrown
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
enum GameStates { TitleScreen, Overworld, Menu, Battle, GameOver };
GameStates gameState = GameStates.Battle;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D dinoTex;
Texture2D alienTex;
Texture2D robotTex;
Texture2D eroboTex;
SpriteFont basic;
private Vector2 textLocation = new Vector2(20, 20);
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
public class Health
{
public static int dinoHP = 300;
public static int alienHP = 200;
public static int robotHP = 100;
}
/// <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);
dinoTex = Content.Load<Texture2D>(@"Sprites\dino\dinoFrontOvwld");
alienTex = Content.Load<Texture2D>(@"Sprites\alien\alienFrontOvwld");
robotTex = Content.Load<Texture2D>(@"Sprites\robot\robotFrontOvwld");
eroboTex = Content.Load<Texture2D>(@"Sprites\robo1\robo1OvwldFront");
basic = Content.Load<SpriteFont>(@"Fonts\Basic");
// 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
switch (gameState)
{
case GameStates.Battle:
break;
}
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);
spriteBatch.Begin();
// TODO: Add your drawing code here
if ((gameState == GameStates.Battle))
{
spriteBatch.DrawString(
basic,
"ASDFASDFADFASDFA ", textLocation, Color.Black);
spriteBatch.Draw(
dinoTex, textLocation, Color.White);
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
In my Game1 code, I can successfully draw that sprite and the text there on the screen. However, I want to draw a sprite in another class, but I have absolutely no idea what to put there.
In the other class, I wish I could just do something as simple as
sprite.Draw(//here would be x and y coords of where the sprite goes, name of the texture), and have that be it, but it seems to just not work that way. Does anyone know how I can go about doing this?
It does indeed work like that. Extract your sprite specific code into a class that is structured something similar to:
Then in your game1 class you can call
and
That should help you get started. Did you try some approaches yourself, if so post them and we can see where they went wrong, or are you just hoping for a quick answer you can copy and paste?