With the trial of my Torque X running out I decided to do things the classic way. If you are starting out in XNA like me I really recommend this. It is a much better way of learning. Starting off with a game engine was hiding a lot away from me. Like drawing sprites onto the screen. Torque X handles drawing and movement for you without the need for you to write any code.
Now that I have to draw my own sprites I had two choices a DrawableGameComponent or a loop in the draw method of the game1 class to load all my sprites. I went with the second approach. A modified version of my sprite class is below:
public class BoardPiece { public static Texture2D Piece1; public static Texture2D Piece2; public Vector2 Position; public int PieceType; public BoardPiece(Vector2 newLoc, int pieceType) { Position = newLoc; PieceType = pieceType; } internal static void LoadTextures(ContentManager Content) { Piece1 = Content.Load<Texture2D>("images\\piece1"); Piece2 = Content.Load<Texture2D>("images\\piece2"); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteBlendMode.AlphaBlend); if (PieceType == 1) { spriteBatch.Draw(Piece1, Position, Color.White); } else if (PieceType == 2) { spriteBatch.Draw(Piece2, Position, Color.White); } spriteBatch.End(); } }
in the Game1 class I have an array of BoardPieces that are looped and drawn out in the Draw method. e.g. piece[i].Draw(spriteBatch).
Next I’ll be moving onto selection of sprites using the gamepad…
You should try and get tabbing on these code posts.
Also, wheres an obligatory screenshot?
Thank you for the comment. I’ve formatted the code a bit better. I will upload screenshots once the game has been a bit polished.