Ok I am trying to add collison detection to an object in my game. real basic stuff. just started programming. this is my code.
I want the stickFigure to be able to hit the Chess and go back to 0,0 on the screen. I have tried looking for this. I am new to this if anyone can help.
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace WindowsGame2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D stickFigure;
Vector2 texturePosition = new Vector2(0, 0);
Texture2D Chess;
Vector2 chessPosition = new Vector2(100, 100);
KeyboardState keyboardState;
float speed = 10;
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);
stickFigure = Content.Load <Texture2D>("StickFigure");
Chess = Content.Load <Texture2D>("chess");
// 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();
keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Up))
texturePosition.Y -= speed;
if (keyboardState.IsKeyDown(Keys.Down))
texturePosition.Y += speed;
if (keyboardState.IsKeyDown(Keys.Left))
texturePosition.X -= speed;
if (keyboardState.IsKeyDown(Keys.Right))
texturePosition.X += speed;
if (texturePosition.X > window.ClientBounds.Width - 75)
{
texturePosition.X = window.ClientBounds.Width - 75;
}
if (texturePosition.Y > window.ClientBounds.Height-stickFigure.Height)
{
texturePosition.Y = window.ClientBounds.Height-stickFigure.Height;
}
if (texturePosition.X <0)
{
texturePosition.X = 0;
}
if (texturePosition.Y <0)
{
texturePosition.Y = 0;
}
if (chessPosition.Y > window.ClientBounds.Height - 2)
chessPosition.Y = window.ClientBounds.Height -2;
// TODO: Add your update logic here
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();
spriteBatch.Draw(stickFigure, texturePosition, Color.White);
spriteBatch.End();
spriteBatch.Begin();
spriteBatch.Draw(Chess, chessPosition, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
I want the stickFigure to be able to hit the Chess and go back to 0,0 on the screen. I have tried looking for this. I am new to this if anyone can help.