I am very new to C#, XNA, and OOP. This is my question: I have an abstract class called Sprite. Sprite handles position and drawing from the sprite sheets, from its update and draw methods, for my other automated and user controlled classes. I have another class that I need to create that also uses a sprite sheet but not in the same way. The sprite sheet in this case shows the texture in 5 states, from whole to destroyed, and I am going to write the update method for it so that when a missile collides with the texture, then and only then does the next frame of the sprite sheet get drawn. Is there a way that I can have this class, called bunker, be a child of the sprite class but never call the update method from the parent? Or should I just make it a seperate class altogether? Thank you for bearing with my noobish question.


There are many ways to do that like using interfaces,abstract classes, etc. But you can use virtual methods. You can make the update method of Sprite class "virtual" like this:

public  virtual void update()
{  // code for sprite update

And then in bunker class you should override update method and change it from what it was in sprite class :

class Bunker: Sprite
public override void update()
{//here your update code 
 //from  base(Sprite) class}
  • \$\begingroup\$ One question to be clear, in the bunker update method, am I still including the line base.Update(); ? I assume that I need to and it gets sorted out with the virtual keyword... I am going to write it now. Thank you very much. \$\endgroup\$ – Sinux1 Jul 11 '16 at 8:00
  • \$\begingroup\$ @Sinux1 if you want sprite.update() method to be called in addition to bunker.update(), you should add base.update() in bunker update method. \$\endgroup\$ – klaymen Jul 11 '16 at 8:29
  • \$\begingroup\$ But that would mean that the base update would also run, right? I don't want that . Thank you. \$\endgroup\$ – Sinux1 Jul 11 '16 at 8:34
  • 1
    \$\begingroup\$ @Sinux1 It seems like you want the Sprite class to be abstract and then have your "not-Bunker" objects be another class inheriting from Sprite. You would then have all code which is common to all sprites in Sprite and all object-specific code in the derived classes. \$\endgroup\$ – Philipp Jul 11 '16 at 8:56
  • \$\begingroup\$ @Philipp Yes, I made Sprite abstract. I've got some automated enemies and a player who all derive from the sprite class. I appreciate all the help. This SE is awesome. \$\endgroup\$ – Sinux1 Jul 11 '16 at 9:17

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.