So I have a TileSprite class that makes a TileSpriteobject with a collision box in it named bCollisionRect:

public TileSprite(Texture2D textureImage, Vector2 position, Point frameSize, Point currentFrame)
        : base (textureImage, position, frameSize, currentFrame)
    bCollisionRect = new Rectangle((int)position.X + collisionOffSet, (int)position.Y + collisionOffSet, frameSize.X - (collisionOffSet * 2), frameSize.Y - (collisionOffSet * 2));

But when I try to draw the collision boxes (to test collision detection), it doesn't draw the box. I tried using this:

public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    // This is what I tried:
    spriteBatch.Draw(textureImage, bCollisionRect, Color.White);

    // base.Draw draws the texture (.Draw method from another abstract class)
    base.Draw(gameTime, spriteBatch);

I use this line of code in another class to draw my tiles (pure for testing!):

tilename.Draw(gameTime, spriteBatch);
  • \$\begingroup\$ What do you mean by "It doesn't work"? Is the sprite drawn at a different location than expected? Is the sprite not drawn at all? \$\endgroup\$ – jgallant Nov 4 '15 at 17:29
  • \$\begingroup\$ Not drawn at all, sorry for the confusion \$\endgroup\$ – Jelle Nov 4 '15 at 17:31
  • \$\begingroup\$ frameSize.X - (collisionOffSet * 2) Are you sure this is not resulting in 0? What is collisionOffset? This seems incorrect to me. Try setting a new Rectangle(position.x, position.y, 100,100) and see if it draws. \$\endgroup\$ – jgallant Nov 4 '15 at 17:33
  • \$\begingroup\$ I think I found my problem. I use textureImage but that just draws the tile again(I saw this when I used your values, because I saw a little tile, the same as the tile I drew). So do I need to use a texture for the collision box as textureImage? \$\endgroup\$ – Jelle Nov 4 '15 at 17:38
  • \$\begingroup\$ Yep, use a blank texture for debugging purposes. I typically have a 1x1 white texture I generate at runtime. \$\endgroup\$ – jgallant Nov 4 '15 at 17:39

Code to create a blank texture at runtime (after discussing with you via comments above):

Texture2D blankTexture = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
Color[] color = new Color[1];
color[0] = Color.White;

Then your draw call... specify a color if you want to tint it:

spriteBatch.Draw(blankTexture, bCollisionRect, Color.Red);

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