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How to eliminate the upper rectangle part?

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I wan to eliminate the upper rectangle part but it always only can eliminate the lower part. How to solve this issue?

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

        SpriteEffects flip;
        Texture2D character;
        Vector2 characterPosition = new Vector2(200, 200);
        Point currentFrame = new Point(0, 0);
        Point frameSize = new Point(156, 100);
        //Point sheetSize = new Point(12, 35);
        float speed = 15;
        //float speed = 30;

        bool SWITCH = true;
        bool noFrameY = true;
        bool WAIT = true;

        KeyboardState currentState;
        KeyboardState theKeyboardState;
        KeyboardState oldKeyboardState;

        enum State
        {
            Walking,
            Punch,
            Jump,
            JumpForward,
            JumpBackgwards
        }

        State mCurrentState = State.Walking;

        TimeSpan nextFrameInterval = TimeSpan.FromSeconds((float)1 / 16);
        TimeSpan nextFrame;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //this.graphics.PreferredBackBufferWidth = 1366;
            //this.graphics.PreferredBackBufferHeight = 768;
            //this.graphics.IsFullScreen = true;

            //TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 110);
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 77);
        }

        /// <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
        bool test;
        bool move;
        /// 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);

            // TODO: use this.Content to load your game content here
            character = Content.Load<Texture2D>("character2");
        }

        /// <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
        }

        //bool test;
        /// <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 keys = Keyboard.GetState();

            currentState = Keyboard.GetState();
            theKeyboardState = Keyboard.GetState();

            if (currentState.IsKeyDown(Keys.Left))
            {
                // if it is not currentframe.Y 
                if (noFrameY)
                {
                    if (WAIT)
                    {
                        WAIT = false;
                        frameSize.Y = 100;
                        currentFrame.X = 0;
                        currentFrame.Y = 0;
                    }
                    else
                        currentFrame.X++;

                    // switch to currentframe.Y
                    if (currentFrame.X == 3)
                    {
                        noFrameY = false;
                        WAIT = true;
                    }
                }
                else
                {
                    // set to currentframe.Y; increse currentframe.X on next loop
                    if (WAIT)
                    {
                        WAIT = false;
                        frameSize.Y = 105;
                        currentFrame.X = 0;
                        currentFrame.Y = 1;
                    }
                    else
                    {
                        currentFrame.X++;
                    }

                    if (currentFrame.X == 3)
                    {
                        noFrameY = true;
                        WAIT = true;
                    }
                }


                characterPosition.X -= speed;
                flip = SpriteEffects.None;
            }

            oldKeyboardState = theKeyboardState;

            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.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(character, characterPosition, new Rectangle(
                                frameSize.X * currentFrame.X,
                                frameSize.Y * currentFrame.Y,
                                frameSize.X,
                                frameSize.Y),
                                Color.White, 0, Vector2.Zero, 1, flip, 0);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}


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