I taking my first steps with XNA. I'm building the old 2D tutorial that used to be posted on the XNA website. I got to the part where I display the cannon, but its not showing. Can someone please take a look and say what is wrong. The background texture is displaying fine.
Main class:
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 XNA2DTutorial
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D backgroundTexture;
Rectangle viewportRect;
GameObject cannon;
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);
backgroundTexture = Content.Load<Texture2D>("Sprites\\background");
cannon = new GameObject(Content.Load<Texture2D>("Sprites\\cannon"));
cannon.position = new Vector2(120, graphics.GraphicsDevice.Viewport.Height - 80);
viewportRect = new Rectangle(0, 0,
graphics.GraphicsDevice.Viewport.Width,
graphics.GraphicsDevice.Viewport.Height);
}
/// <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();
#if !xbox
KeyboardState keyboardState = Keyboard.GetState();
if (keyboardState.IsKeyDown(Keys.Right))
{
cannon.rotation -= 0.1f;
}
if (keyboardState.IsKeyDown(Keys.Left))
{
cannon.rotation += 0.1f;
}
#endif
cannon.rotation = MathHelper.Clamp(cannon.rotation, -MathHelper.PiOver2, 0);
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(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
spriteBatch.Draw(backgroundTexture, viewportRect, Color.White);
spriteBatch.Draw(cannon.sprite,
cannon.position,
null,
Color.White,
cannon.rotation,
cannon.center,
1.0f,
SpriteEffects.None,
0);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Game object class:
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 XNA2DTutorial
{
public class GameObject
{
#region Attributes
public Texture2D sprite;
public Vector2 position;
public float rotation;
public Vector2 center;
#endregion Attributes
#region Constructors
public GameObject(Texture2D loadedTexture)
{
rotation = 0.0f;
position = Vector2.Zero;
sprite = loadedTexture;
center = new Vector2(sprite.Width / 2, sprite.Height / 2);
}
#endregion Constructors
#region Methods
#endregion Methods
}
}