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Hi I'm having trouble using the gesture freedrag, when I drag my displayImage rectangle which is the rectangle that display my sub-image, its just couldn't be drag, help is greatly appreciate, below are my codes:

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.Input.Touch;
using Microsoft.Xna.Framework.Media;

using System.Xml;
using System.Xml.Serialization;
using System.IO;

namespace movingsprite
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Color color = Color.White;
        Texture2D ball;
        Vector2 position;
        Rectangle middle;
        Rectangle displaySubImage;
        Point point = new Point(0, 0);

        bool hit = false;
        float timer = 0;

        AnimationSet animationSet;
        // The location of sub image
        int X = 0;
        int Y = 0;

        // The size of sub image
        int height = 0;
        int width = 0;

        int startX, startY, endX, endY;
        Random ranX;
        Random ranY;

        Vector2 origin;

        int currentFrame = 0, currentAnimation = 0;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <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
            animationSet = SpriteAnimationManager.Read(@"Content\SpriteDescritpion.xml");

            TouchPanel.EnabledGestures = GestureType.FreeDrag;

             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);
           // ball = Content.Load<Texture2D>("Round");
            ball = Content.Load<Texture2D>(Path.GetFileNameWithoutExtension(animationSet.SpriteTexture.Path));
            ranX = new Random();
            ranY = new Random();

            startX = ball.Width;
            startY = ball.Height;
            endX = GraphicsDevice.Viewport.Width - ball.Width;
            endY = GraphicsDevice.Viewport.Height - ball.Height;

            //position = new Vector2(GraphicsDevice.Viewport.Width / 2 - ball.Width / 2, GraphicsDevice.Viewport.Height / 2 - ball.Height / 2);
           // middle = new Rectangle(GraphicsDevice.Viewport.Width / 2 - ball.Width / 2, GraphicsDevice.Viewport.Height / 2 - ball.Height / 2, ball.Width, ball.Height);
            // 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();

            timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;


            if (currentFrame == animationSet.Animations[currentAnimation].Frames.Length - 1)
            {
                currentFrame = 0;
            }

            if (timer > 200 && currentFrame <= animationSet.Animations[currentAnimation].Frames.Length - 1)
            {
                X = animationSet.Animations[currentAnimation].Frames[currentFrame].X;
                Y = animationSet.Animations[currentAnimation].Frames[currentFrame].Y;

                height = animationSet.Animations[currentAnimation].Frames[currentFrame].Height;
                width = animationSet.Animations[currentAnimation].Frames[currentFrame].Width;

                displaySubImage = new Rectangle(X, Y, width, height);

                middle = new Rectangle(GraphicsDevice.Viewport.Width / 2 - width / 2, GraphicsDevice.Viewport.Height / 2 - height / 2, width, height);
                position = new Vector2(GraphicsDevice.Viewport.Width / 2 - width / 2, GraphicsDevice.Viewport.Height / 2 - height / 2);

                currentFrame++;
                timer = 0;


            }

            origin = new Vector2(displaySubImage.Width / 2, displaySubImage.Height / 2);

            if (timer > 1000)
            {


            //    middle.X = ranX.Next(startX, endX);
            //    middle.Y = ranY.Next(startY, endY);
                if (hit)
                {
                    hit = false;
                    color = Color.Wheat;
                }
                timer = 0;
            }




            TouchCollection touch = TouchPanel.GetState();
            if (touch.Count > 0 && touch[0].State == TouchLocationState.Pressed)
            {
                point = new Point((int)touch[0].Position.X, (int)touch[0].Position.Y);
                currentAnimation = (currentAnimation + 1) % SpriteAnimationManager.AnimationCount;

                if (middle.Contains(point))
                {
                  hit = true;
                  color = Color.Red;
                }
                else
                {
                    hit= false;
                    color = Color.Wheat;
                }

            }

            while (TouchPanel.IsGestureAvailable)
            { 
                GestureSample gesture = TouchPanel.ReadGesture();
                if (gesture.GestureType == GestureType.FreeDrag && hit == true)
                {
                    displaySubImage.X += (int)gesture.Delta.X;
                    displaySubImage.Y += (int)gesture.Delta.Y;
                   position += gesture.Delta;


                }
            }

            // 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);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
           // spriteBatch.Draw(ball, middle, color);
            spriteBatch.Draw(ball,position, displaySubImage, color, 0f, origin, 2.0f, SpriteEffects.None, 0);

            //spriteBatch.Draw(ball, new Vector2(400, 240), displaySubImage, color);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
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closed as too localized by Tetrad Mar 12 at 1:40

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