Reputation: 715
I have VS2012 and try to make a simple xna app for Windows Phone 7/8. I have something like this:
public partial class GamePage : PhoneApplicationPage
{
ContentManager contentManager;
GameTimer timer;
SpriteBatch spriteBatch;
public Texture2D firstSprite { get; set; }
public Vector2 transition = new Vector2(0, 0);
public GamePage()
{
InitializeComponent();
contentManager = (Application.Current as App).Content;
timer = new GameTimer();
timer.UpdateInterval = TimeSpan.FromTicks(333333);
timer.Update += OnUpdate;
timer.Draw += OnDraw;
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);
spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);
firstSprite = this.contentManager.Load<Texture2D>("ikona");
timer.Start();
base.OnNavigatedTo(e);
}
protected override void OnNavigatedFrom(NavigationEventArgs e)
{
timer.Stop();
SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(false);
base.OnNavigatedFrom(e);
}
float d = 0;
private void OnUpdate(object sender, GameTimerEventArgs e)
{
TouchCollection touchCollection = TouchPanel.GetState();
foreach (TouchLocation tl in touchCollection)
{
if (tl.State == TouchLocationState.Pressed && tl.Position.X < 240)
{
d = -10;
}
if (tl.State == TouchLocationState.Pressed && tl.Position.X > 240)
{
d = 10;
}
if (tl.State == TouchLocationState.Released)
d = 0;
}
transition += new Vector2(d, 0);
}
private void OnDraw(object sender, GameTimerEventArgs e)
{
SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(firstSprite, transition, null, Color.White, 0, new Vector2(0, 0), 1f, SpriteEffects.None, 0);
spriteBatch.End();
}
}
Is it a good way do animate sprite? Will it be animated same way on every device? When I was testing it on lumia920 it wasn't very smooth, so I think I do it badly.
And second thing. I want to move picture left when I press left half of the screen and move right when I press right side. It partly works but when I press left (it moves left), then at the same time press right (it moves right), and then release right, picture stops. I thought it would move again left. How can I achieve this?
/edit/ And what about touch handling?
Upvotes: 0
Views: 218
Reputation: 651
I'm not sure how it's animated as I'm not familiar with TouchCollection.
But using XNA to animate works like this for most of the solutions out there:
You have your texture which is a spritesheet I assume containing all the frames for your animated sprite.
You use a Rectangle which will hold Position and size on the screen.
You also use something called a source rectangle, which is a rectangle that represents an area inside your sprite, which will stretch in your position rectangle. Here is an image:
Rectangle A is your position + size rectangle, and rectangle B is your source rectangle.
To create an animation you say the following ( pseudo code ):
int timer = 0;
Rectangle position = new Rectangle(100, 100, 80, 80); // position 100x, 100y, and size is 80 width and height.
Rectangle source = new Rectangle(0, 0, 80, 80); // Position on the spritesheet is 0, 0 which should be first frame, and the frames are all 80*80 pixels in size.
private void OnUpdate(object sender, GameTimerEventArgs e)
{
timer += e.ElapsedTime.TotalMilliseconds;
if(timer > 30) // If it has been 0.03 seconds = 33 frames per second
{
timer = 0; // reset timer
source.X += 80; // Move x value to next frame
if(source.X > widthOfYourSpriteSheet) source.X = 0; // Reset the animation to the beginning when we are at the end
}
}
Your draw function will look pretty much the same, except for the sourcerectangle argument you will put in it.
Upvotes: 1