Here's the issue, When I build, everything loads fine, everything works, but then, when you enter the game, the sprite is there. However, The sprite does not move, the sprite RECTANGLE does. Meaning that, if I used my arrow keys to move the "sprite", as I defined them in the update method of my class, the rectangle would move freely, and cut off parts of the sprite. If I moved it the right far enough, the rectangle would leave the sprite, and the sprite will disappear.

Here's a picture of what it looks like:


and another when I use my arrow keys to move:


Here is the code from my sprite class:

class Player : Sprite
    const string PLAYER_ASSETNAME = "CharacterLeft";
    const int START_POSITION_X = 125;
    const int START_POSITION_Y = 245;
    const int WIZARD_SPEED = 160;
    const int MOVE_UP = -1;
    const int MOVE_DOWN = 1;
    const int MOVE_LEFT = -1;
    const int MOVE_RIGHT = 1;

    enum State
    State mCurrentState = State.Walking;

    Vector2 mDirection = Vector2.Zero;
    Vector2 mSpeed = Vector2.Zero;

    KeyboardState mPreviousKeyboardState;

    public void LoadContent(ContentManager theContentManager)
        Position = new Vector2(START_POSITION_X, START_POSITION_Y);
        base.LoadContent(theContentManager, PLAYER_ASSETNAME);

    public void Update(GameTime theGameTime)
        KeyboardState aCurrentKeyboardState = Keyboard.GetState();


        mPreviousKeyboardState = aCurrentKeyboardState;

        base.Update(theGameTime, mSpeed, mDirection);
    private void UpdateMovement(KeyboardState aCurrentKeyboardState)
        if (mCurrentState == State.Walking)
            mSpeed = Vector2.Zero;
            mDirection = Vector2.Zero;

            if (aCurrentKeyboardState.IsKeyDown(Keys.Left) == true)
                mSpeed.X = WIZARD_SPEED;
                mDirection.X = MOVE_LEFT;
            else if (aCurrentKeyboardState.IsKeyDown(Keys.Right) == true)
                mSpeed.X = WIZARD_SPEED;
                mDirection.X = MOVE_RIGHT;

            if (aCurrentKeyboardState.IsKeyDown(Keys.Up) == true)
                mSpeed.Y = WIZARD_SPEED;
                mDirection.Y = MOVE_UP;
            else if (aCurrentKeyboardState.IsKeyDown(Keys.Down) == true)
                mSpeed.Y = WIZARD_SPEED;
                mDirection.Y = MOVE_DOWN;



and here's the code to my main sprite class:

class Sprite
    //The asset name for the Sprite's Texture
    public string AssetName;

    //The Size of the Sprite (with scale applied)
    public Rectangle Size;

    //The amount to increase/decrease the size of the original sprite. 
    private float mScale = 1.0f;

    //The current position of the Sprite
    public Vector2 Position = new Vector2(0, 0);

    //The texture object used when drawing the sprite
    private Texture2D mSpriteTexture;

    //The player Rectangle
    private Rectangle SpriteRect; 

    //Load the texture for the sprite using the Content Pipeline
    public void LoadContent(ContentManager theContentManager, string theAssetName)
        mSpriteTexture = theContentManager.Load<Texture2D>(theAssetName);
        AssetName = theAssetName;
        Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * mScale), (int)(mSpriteTexture.Height * mScale));

    //Draw the sprite to the screen
    public void Draw(SpriteBatch theSpriteBatch)
        SpriteRect = new Rectangle((int)Position.X, (int)Position.Y, mSpriteTexture.Width, mSpriteTexture.Height);
        theSpriteBatch.Draw(mSpriteTexture, Position,SpriteRect, Color.White, 0.0f, Vector2.UnitX, 1f, SpriteEffects.None, 0);

    public void Update(GameTime theGameTime, Vector2 theSpeed, Vector2 theDirection)
        Position += theDirection * theSpeed * (float)theGameTime.ElapsedGameTime.TotalSeconds;

    //When the scale is modified throught he property, the Size of the 
    //sprite is recalculated with the new scale applied.
    public float Scale
        get { return mScale; }
            mScale = value;
            //Recalculate the Size of the Sprite with the new scale
            Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));



  • \$\begingroup\$ You'd have to include some small code snippets if you want better help with this. How you're creating/drawing/moving. As minimal as possible. \$\endgroup\$ – MichaelHouse May 18 '13 at 14:31
  • \$\begingroup\$ Added them, just now. \$\endgroup\$ – John Leni May 18 '13 at 14:41
  • \$\begingroup\$ No one? Any help please? \$\endgroup\$ – John Leni May 18 '13 at 15:09

In the overload of SpriteBatch.Draw that you are using, which you call like so:

SpriteRect = new Rectangle((int)Position.X, (int)Position.Y, 
    mSpriteTexture.Width, mSpriteTexture.Height);
theSpriteBatch.Draw(mSpriteTexture, Position,SpriteRect, Color.White, 0.0f,
    Vector2.UnitX, 1f, SpriteEffects.None, 0);

You are passing SpriteRect into the method parameter which defines the sprite's source rectangle. Here's the method signature.

public void Draw (
    Texture2D texture,
    Vector2 position,
    Nullable<Rectangle> sourceRectangle,
    Color color,
    float rotation,
    Vector2 origin,
    float scale,
    SpriteEffects effects,
    float layerDepth

Also from that linked MSDN documentation:


Type: Nullable<Rectangle> A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture.

So when your sprite's position changes, the drawn texture is a different region of your asset. That is the source of your symptoms.

You need to change one or both of those lines to the following:

// (this Rectangle SpriteRect doesn't need to update!)
SpriteRect = new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height);
// (Or even exist!)
theSpriteBatch.Draw(mSpriteTexture, Position, null, Color.White, 0.0f, 
    Vector2.UnitX, 1f, SpriteEffects.None, 0);

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