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Programming Problems
#8
Okay, I was trying to make my sprite bend down/duck. I got a working but dissatisfactory result; the sprite changes, but rather than crouching, it flies into the air in a crouching motion.

I know why this happens. I placed my ducking sprite in the top right-hand corner of the picture, so when the picture draws, the sprite ends up in the top right-hand corner. Not wanting to adjust it using paint, I tried remedying this by using 'if'. Needless to say it failed miserably. The computer suddenly found problems everywhere, even in code and classes I hadn't touched.

Problem Version of Sprite.cs
Code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
//testing crackpot solution
using Microsoft.Xna.Framework.Input;

namespace WindowsGame11
{
    class Sprite
    {

        //The Rectangular area from the original image that        
        //defines the Sprite.        
        Rectangle mSource;
        public Rectangle Source
        {
            get
            {
                return mSource;
            }
            set
            {
                mSource = value;

                Size = new Rectangle(0, 0, (int)(mSource.Width * Scale), (int)(mSource.Height * Scale));
            }
        }

        //The asset name for the Sprite's Texture        
        public string AssetName;

        //The Size of the Sprite (with scale applied)        
        public Rectangle Size;

        //The amount to increase/decrease the size of the original sprite.        
        private float mScale = 1.0f;

        //The current position of the Sprite        
        public Vector2 Position = new Vector2(0, 0);

        //The texture object used when drawing the sprite        
        private Texture2D mSpriteTexture;

        //crackpot SOLUTION
        KeyboardState mPreviousKeyboardState;

        //crackpot SOLUTION
        public void Update(GameTime theGameTime)
        {
            KeyboardState aCurrentKeyboardState = Keyboard.GetState();

            Scale(aCurrentKeyboardState);

            mPreviousKeyboardState = aCurrentKeyboardState;


        }

        //When the scale is modified through he property, the Size of the
        //sprite is recalculated with the new scale applied.
        public float Scale(KeyboardState aCurrentKeyboardState)
        {
            get { return mScale; }
            set
            {
                mScale = value;

            if (aCurrentKeyboardState.IsKeyDown(Keys.RightShift) == true)                        
            
            {            
                //Recalculate the Size of the Sprite with the new scale
                Size = new Rectangle(92, 45, (int)(Source.Width * Scale), (int)(Source.Height * Scale));
            }
                

                else
            {                                
                //Recalculate the Size of the Sprite with the new scale
                Size = new Rectangle(0, 0, (int)(Source.Width * Scale), (int)(Source.Height * Scale));
            }
                      
        }
        }

        //Load the texture for the sprite using the Content Pipeline
        public void LoadContent(ContentManager theContentManager, string theAssetName, KeyboardState aCurrentKeyboardState)
        {
            mSpriteTexture = theContentManager.Load<Texture2D>(theAssetName);
            AssetName = theAssetName;
            Source = new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height);
            if (aCurrentKeyboardState.IsKeyDown(Keys.RightShift) == true)
            {
                Size = new Rectangle(92, 45, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));
            }

            else
            {
                Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));
            }
        }


        //Update the Sprite and change its position based on the passed in speed, direction and elapsed time.        
        public void Update(GameTime theGameTime, Vector2 theSpeed, Vector2 theDirection)
        {
            Position += theDirection * theSpeed * (float)theGameTime.ElapsedGameTime.TotalSeconds;
        }



        //Draw the sprite to the screen        
        public void Draw(SpriteBatch theSpriteBatch)
        {
            theSpriteBatch.Draw(mSpriteTexture, Position, Source,
            Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0);
        }

    }

}

The list of errors that suddenly popped up included operator * cannot be applied to opreands of type int and method group and several others. Lots of things also spontaneously failed to exist in the current context, and ;s are suddenly needed when they never were before. If I add the ; as instructed, then the problem remains and extra problems pop up elsewhere.

What I want to know is why the if method doesn't work. Since it doesn't work, what would work?

Original version of sprite.cs
Code:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace WindowsGame11
{
    class Sprite
    {
          
        //The Rectangular area from the original image that        
        //defines the Sprite.        
        Rectangle mSource;
        public Rectangle Source
        {
            get
            {
                return mSource;
            }
            set
            {
                mSource = value;

                Size = new Rectangle(0, 0, (int)(mSource.Width * Scale), (int)(mSource.Height * Scale));
            }
        }
        
        //The asset name for the Sprite's Texture        
        public string AssetName;  
      
        //The Size of the Sprite (with scale applied)        
        public Rectangle Size;    
    
        //The amount to increase/decrease the size of the original sprite.        
        private float mScale = 1.0f;

        //The current position of the Sprite        
        public Vector2 Position = new Vector2(0,0);
                
        //The texture object used when drawing the sprite        
        private Texture2D mSpriteTexture;

        //When the scale is modified through he property, the Size of the
        //sprite is recalculated with the new scale applied.
        public float Scale
        {
            get { return mScale; }
            set
            {
                mScale = value;
                //Recalculate the Size of the Sprite with the new scale
                Size = new Rectangle(0, 0, (int)(Source.Width * Scale), (int)(Source.Height * Scale));
            }
                      
        }

        //Load the texture for the sprite using the Content Pipeline
        public void LoadContent(ContentManager theContentManager, string theAssetName)
        {
            mSpriteTexture = theContentManager.Load<Texture2D>(theAssetName);
            AssetName = theAssetName;
            Source = new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height);
            Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));
            
        }


        //Update the Sprite and change its position based on the passed in speed, direction and elapsed time.        
        public void Update(GameTime theGameTime, Vector2 theSpeed, Vector2 theDirection)        
        {            
            Position += theDirection * theSpeed * (float)theGameTime.ElapsedGameTime.TotalSeconds;        
        }



        //Draw the sprite to the screen        
        public void Draw(SpriteBatch theSpriteBatch)        
        {            
        theSpriteBatch.Draw(mSpriteTexture, Position, Source,                
        Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0);        
        }
        
       }
    
}

Wizard.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;


namespace WindowsGame11
{
    class Wizard : Sprite    
    {
        const string WIZARD_ASSETNAME = "stand2_0"; const int START_POSITION_X = 0;
        const int START_POSITION_Y = 0;
        const int WIZARD_SPEED = 160;
        const int MOVE_UP = -1;
        const int MOVE_DOWN = 1;
        const int MOVE_LEFT = -1;
        const int MOVE_RIGHT = 1;

        enum State
        {
            Walking,
            Jumping,
            Ducking
        }
        //two instances of the following line will cause an ambiguity error.
        State mCurrentState = State.Walking;
        Vector2 mStartingPosition = Vector2.Zero;        
        Vector2 mDirection = Vector2.Zero;      
        Vector2 mSpeed = Vector2.Zero;
        KeyboardState mPreviousKeyboardState;

        //You'll notice we set the SourceRectangle after LoadContent in the base sprite class is called.
        //We need to do it in that order since the base Sprite class also sets Source and we don't want it to override ours.
        public void LoadContent(ContentManager theContentManager)
        {
            Position = new Vector2(START_POSITION_X, START_POSITION_Y);
            base.LoadContent(theContentManager, WIZARD_ASSETNAME);
            Source = new Rectangle(0, 0, 106, Source.Height);
        }



        public void Update(GameTime theGameTime)
        {
            KeyboardState aCurrentKeyboardState = Keyboard.GetState();

            UpdateMovement(aCurrentKeyboardState);
            UpdateJump(aCurrentKeyboardState);
            UpdateDuck(aCurrentKeyboardState);

            mPreviousKeyboardState = aCurrentKeyboardState;

            base.Update(theGameTime, mSpeed, mDirection);
        }


      private void UpdateJump(KeyboardState aCurrentKeyboardState)
      {
          if (mCurrentState == State.Walking)
      {
          if (aCurrentKeyboardState.IsKeyDown(Keys.Space) == true && mPreviousKeyboardState.IsKeyDown(Keys.Space) == false)
          { Jump();
          }
          }
          if (mCurrentState == State.Jumping)
          {
              if (mStartingPosition.Y - Position.Y > 150)
              {
                  mDirection.Y = MOVE_DOWN;
              }
              if (Position.Y > mStartingPosition.Y)
              {
                  Position.Y = mStartingPosition.Y;
                  mCurrentState = State.Walking;
          mDirection = Vector2.Zero;
              }
          }
      }


      public void UpdateDuck(KeyboardState aCurrentKeyboardState)
      {
          if (aCurrentKeyboardState.IsKeyDown(Keys.RightShift) == true)
          {
              Duck();
          }
          else
          {
              StopDucking();
          }
      }

      public void Duck()
      {
          if (mCurrentState == State.Walking)
          {
              mSpeed = Vector2.Zero;
              mDirection = Vector2.Zero;

              Source = new Rectangle(106, 0, 149, 61);
              mCurrentState = State.Ducking;
          }
      }

      private void StopDucking()
      {
          if (mCurrentState == State.Ducking)
          {
              Source = new Rectangle(0, 0, 106, 93);
              mCurrentState = State.Walking;
          }
      }


        
        private void UpdateMovement(KeyboardState aCurrentKeyboardState)
        {
            if (mCurrentState == State.Walking)
            {
                mSpeed = Vector2.Zero;
                mDirection = Vector2.Zero;
                if (aCurrentKeyboardState.IsKeyDown(Keys.Left) == true)
                {
                    mSpeed.X = WIZARD_SPEED;
                    mDirection.X = MOVE_LEFT;
                }
                else if (aCurrentKeyboardState.IsKeyDown(Keys.Right) == true)
                {
                    mSpeed.X = WIZARD_SPEED;
                    mDirection.X = MOVE_RIGHT;
                }
                if (aCurrentKeyboardState.IsKeyDown(Keys.Up) == true)
                {
                    mSpeed.Y = WIZARD_SPEED;
                    mDirection.Y = MOVE_UP;
                }
                else if (aCurrentKeyboardState.IsKeyDown(Keys.Down) == true)
                {
                    mSpeed.Y = WIZARD_SPEED;
                    mDirection.Y = MOVE_DOWN;
                }

                

            }

        }

        private void Jump()
        {
            if (mCurrentState != State.Jumping)
        {
                mCurrentState = State.Jumping;
                mStartingPosition = Position;
                mDirection.Y = MOVE_UP;
                mSpeed = new Vector2(WIZARD_SPEED, WIZARD_SPEED);
            }
        }  
        
        
    }
}

Game1.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;

namespace WindowsGame11
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;      
        Wizard Wizard;

        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            
            Wizard = new Wizard();      
          
            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);
            // TODO: use this.Content to load your game content here            
            Wizard.LoadContent(this.Content);
                      
        }

        /// <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)
        {
            KeyboardState aCurrentKeyboardState = Keyboard.GetState();

            // Allows the game to exit
            if (aCurrentKeyboardState.IsKeyDown(Keys.X) == true)
                this.Exit();

            // TODO: Add your update logic here          
            Wizard.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();
            Wizard.Draw(this.spriteBatch);          
            spriteBatch.End();
            
            base.Draw(gameTime);
        }
    }
}
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Messages In This Thread
Programming Problems - by Haseo - 2011-07-30, 06:47 AM
Programming Problems - by Unauthorized Intruder - 2011-07-30, 07:59 AM
Programming Problems - by Haseo - 2011-07-30, 08:22 AM
Programming Problems - by Unauthorized Intruder - 2011-07-30, 09:03 AM
Programming Problems - by Haseo - 2011-07-30, 09:19 AM
Programming Problems - by Unauthorized Intruder - 2011-07-30, 10:29 AM
Programming Problems - by Stereo - 2011-07-31, 06:53 AM
Programming Problems - by Haseo - 2011-07-31, 07:29 AM
Programming Problems - by Spaz - 2011-07-31, 03:17 PM

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