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XNA is a game framework by Microsoft that allows deployment for Windows, Windows Phone & Xbox 360.

5 votes
Accepted

(XNA) Checking coordinates, directly vs List<Vector2> vs Dictionary<X, List<Y>>

bool[,] Rooms = new Rooms[Width, Height]; bool IsPositionAvalaible(int x, int y) { return !Rooms[x,y];} bool SetPositionValue(int x, int y, bool Avalaible) { Rooms[x,y] = !Avalaible; }
Blau's user avatar
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0 votes

Cleaner implementation of this draw call

This is a similar way of doing that, but next time your sprite sheets shoud follow the ascii layout to make it easier... :) public static class Font { private static String chars = "0123456789.,! …
Blau's user avatar
  • 3,386
2 votes
Accepted

string and int concatenation resulting in null for a Tetris clone?

You should change the var i to j here 7 for (int j = 1; j <= 4; j++) 8 { 9 Maybe you should use the step trace to debug your execution flow... worth it... :) Anyway is a common copy/paste …
Blau's user avatar
  • 3,386
3 votes

XNA Tile from Screen Location

You can use Viewport.UnProject with two source values: A(MouseX, MouseY, 0) B(MouseX, MouseY, 1) You will get the two unprojects points that can be used to get a ray, then you have to get the ray in …
Blau's user avatar
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5 votes
Accepted

elongate or scale limbs of a model in XNA

Xna offers you a Model class that let you access to the Bones, but you have to recalcultate the bone transform by yourself. …
Blau's user avatar
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3 votes
Accepted

How can I get a list of sprites which are being drawn in the current viewport using XNA?

You can check if the object's bounding is inside of the camera frustum. you have the class BoundingFrustum that can manage intersections with BoundingBoxes or BoundingSpheres.
Blau's user avatar
  • 3,386
3 votes

Polygon editor to draw collision data over image

InkScape is a good choice for vectorial images. Size your document to 1m x 1m... Add the bitmap... Draw the polyline... Save as .svg or .xaml document... whose are text based... Develop a light p …
Blau's user avatar
  • 3,386
3 votes

How do I add Different Screens to my C#/XNA Game?

maybe this method not the best, but for pong game could be enough, and is easy to understand. Make a enum with your states: enum States { Menu, Playing, Pause, Lost, Win, Intro } In your update …
Blau's user avatar
  • 3,386
1 vote

SpriteBatch.Draw() rectangle is different from destinationRectangle passed in

When you resize, the backbuffer changes... so you have to recalc your control sizes... in the game class you can subscribe to this event to recalc your controls: this.Window.ClientSizeChanged+= R …
Blau's user avatar
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1 vote

Can SpriteBatch be used to fill a polygon with a texture?

if you have to use the spritebatch, only accepts to draw rectangles, and you define the polygon in a map editor, why don't precalc the texture? You can still use your polygon for physics, only have t …
Blau's user avatar
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2 votes

In XNA, is there an issue with copying/pasting the using statements to each .cs file?

is not used to cause problems. the greatest problem is class or struct name collision. if you have this: using System.Drawing; usign Microsoft.Xna.Framework.Graphics; these namespaces both cont …
Blau's user avatar
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3 votes
Accepted

XNA - Update vertices property stored in a VertexBuffer

To change a vertex buffer it can't be active: GraphicsDevice.SetVertexBuffer(null); To transfer vertex data to the gpu memory: VertexBuffer.SetData<VertexPositionColor>(VertexData); To act …
Blau's user avatar
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1 vote

Interpolating from Current- to Target-value every frame

A lerp function is something like this: NewCurrentValue = SourceValue + (TargetValue - SourceValue) * Ratio; Many times I choose a constant ratio, and work over current value, this way I have not …
Blau's user avatar
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7 votes

What can I do to render generated 2D terrain in XNA?

You can create a Texture2D this way. Texture2D Mountain = new Texture2D( GraphicsDevice, Width, Height); Color[] PixelData = new Color[Width * Height]; Color colA,colB; …
Blau's user avatar
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12 votes
Accepted

How do I get the height of an XNA SpriteFont?

MeasureString() returns to you a Vector2 where the X is the width and Y is the height of the text. Also the SpriteFont class has a LineSpacing member that gives you the height of a line, including te …
Blau's user avatar
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