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Run the program

I encourage you to copy the code from Listing 9 . Use that code to create an XNA project. Compile and run the project. Experiment with the code, makingchanges, and observing the results of your changes. Make certain that you can explain why your changes behave as they do.

Run my program

Click here to download a zip file containing my version of the program. Extract the folder named XNA0120Proj from the zip file and save it somewhere on your disk. Start Visual C# 2010 Express and select Open Project... from the File menu. Navigate to the project folder and select the file with the extension of .sln . This should cause the project to open and be ready to run or debug as described in the earlier module titled Getting Started .

Summary

In this module, you learned how to make it appear that a sprite is moving by changing the current position coordinates of the sprite in the Update method and drawing the sprite in the new position in the Draw method. This takes place once during each iteration of the game loop.

You also learned how to use the WriteLine method of the Debug class to display information while the program is running.

Miscellaneous

This section contains a variety of miscellaneous information.

Housekeeping material
  • Module name: Xna0120-Moving Your Sprite and using the Debug Class
  • File: Xna0120.htm
  • Published: 02/28/14
Disclaimers:

Financial : Although the Connexions site makes it possible for you to download a PDF file for thismodule at no charge, and also makes it possible for you to purchase a pre-printed version of the PDF file, you should beaware that some of the HTML elements in this module may not translate well into PDF.

I also want you to know that, I receive no financial compensation from the Connexions website even if you purchase the PDF version of the module.

In the past, unknown individuals have copied my modules from cnx.org, converted them to Kindle books, and placed them for sale on Amazon.com showing me as the author. Ineither receive compensation for those sales nor do I know who does receive compensation. If you purchase such a book, please beaware that it is a copy of a module that is freely available on cnx.org and that it was made and published withoutmy prior knowledge.

Affiliation : I am a professor of Computer Information Technology at Austin Community College in Austin, TX.

Complete program listing

A complete listing of the XNA program discussed in this module is provided in Listing 9 .

Listing 9. The class named Game1 for the project named XNA0120Proj.

/*Project XNA0120Proj * 12/27/09 R.G.Baldwin*******************************************************/ 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 Microsoft.Xna.Framework.Net;using Microsoft.Xna.Framework.Storage; using System.Diagnostics;//to access Debugnamespace XNA0120Proj { public class Game1 : Microsoft.Xna.Framework.Game {GraphicsDeviceManager graphics; SpriteBatch spriteBatch;public Game1() { graphics = new GraphicsDeviceManager(this);Content.RootDirectory = "Content"; }// end constructorprotected override void Initialize() { //No initialization neededbase.Initialize(); }//end Initialize//Declare two variables Texture2D myTexture;Vector2 spritePosition = new Vector2(10.0f,15.0f); protected override void LoadContent() {//Create a new SpriteBatch, which can be used to // draw textures.spriteBatch = new SpriteBatch(GraphicsDevice); //Load the imagemyTexture = Content.Load<Texture2D>( "gorightarrow");//Debug code for illustration purposes. Debug.WriteLine(myTexture.Width);Debug.WriteLine(myTexture.Height); Debug.WriteLine(Window.ClientBounds.Width);Debug.WriteLine(Window.ClientBounds.Height); Debug.WriteLine(IsFixedTimeStep);Debug.WriteLine(TargetElapsedTime); }//end LoadContentprotected override void UnloadContent() { //No unload code needed.}//end UnloadContent //Specify the distance in pixels that the sprite// will move during each iteration. int stepsX = 5;int stepsY = 3; protected override void Update(GameTime gameTime) {// Allows the game to exit if(GamePad.GetState(PlayerIndex.One).Buttons.Back== ButtonState.Pressed) this.Exit();//New code begins here. //Test to determine if the sprite moves out of the// game window on the right or the left. if(((spritePosition.X + myTexture.Width)>Window.ClientBounds.Width) ||(spritePosition.X<0)){ stepsX *= -1;//Out of bounds, reverse direction}//end if //Test to determine if the sprite moves out of the// game window on the bottom or the top. if(((spritePosition.Y + myTexture.Height)>Window.ClientBounds.Height) ||(spritePosition.Y<0)) { stepsY *= -1;//Out of bounds, reverse direction}//end if spritePosition.X += stepsX;//move horizontalspritePosition.Y += stepsY;//move vertical //The following statement is always required.base.Update(gameTime); }//end Updateprotected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Draw the sprite.spriteBatch.Begin(); spriteBatch.Draw(myTexture,spritePosition,Color.White); spriteBatch.End();//This statement is always required. base.Draw(gameTime);}//end Draw method }//End class}//End namespace

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Source:  OpenStax, Xna game studio. OpenStax CNX. Feb 28, 2014 Download for free at https://legacy.cnx.org/content/col11634/1.6
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