Posts tagged XNA
500 Downloads of the Same Game
Jun 9th
My little Xna game that I wrote nearly 2 years ago reached the 500 downloads mark (binaries and source) the other day. With that said, I’d like to say that I’m working on version 2.0.
In version 2.0 I’m going to make the code more event driven. The old code uses the Xna Game class and in the new version I’ll be making it WinForms based. Almost a complete rewrite.
My work so far is available through SVN on the project’s Codeplex page.
Drawing Rectangles with SpriteBatch
Mar 29th
Just a quick code snippet which adds an extension method for drawing Rectangles to SpriteBatch:
public static class SpriteBatchHelper
{
static Texture2D pixel;
private static void LoadPixel(GraphicsDevice graphicsDevice)
{
if(pixel == null)
{
pixel = new Texture2D(graphicsDevice, 1, 1);
pixel.SetData<Color>(new Color[] { Color.White });
}
}
public static void DrawRectangle(this SpriteBatch spriteBatch, Rectangle rectangle, Color color)
{
LoadPixel(spriteBatch.GraphicsDevice);
spriteBatch.Draw(pixel, rectangle, color);
}
}
Calculating an angle from a Vector2
Feb 28th
When you need to calculate an angle from a Vector2 structure, you can use this piece of code:
public static class Vector2Helper
{
public static float CalculateAngle(Vector2 v)
{
float angle = 0.0f;
if(v != Vector2.Zero)
{
v.Normalize();
angle = (float)Math.Acos(v.Y);
if(v.X < 0.0f)
angle = -angle;
}
return angle;
}
}
I used this to calculate an angle from the Vector2 of the Left Stick.
The original credit for this source code comes from here.
SpriteSheet Class
Jan 9th
I’ve been talking with a guy on the creator forums lately about SpriteSheets and so I decided it might be a good idea to post my SpriteSheet class.
It’s very simple. Only reads sprites from left to right and assumes all Sprites are the same width and height.
#region Using
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace Snow.Xna.Graphics
{
///
/// Spritesheet class.
///
public class SpriteSheet
{
#region Fields
string name;
Texture2D texture;
Rectangle[] rectangles;
int spriteWidth, spriteHeight;
#endregion
#region Properties
///
/// The name of this SpriteSheet.
///
public string Name
{
get { return name; }
}
///
/// The texture for this SpriteSheet.
///
public Texture2D Texture
{
get { return texture; }
}
///
/// Returns a rectangle for a sprite in the SpriteSheet.
///
///
index
///
public Rectangle this[int i]
{
get { return rectangles[i]; }
}
///
/// The number of sprites in this SpriteSheet.
///
public int Count
{
get { return rectangles.Length; }
}
///
/// The width of the texture.
///
public int Width
{
get { return texture.Width; }
}
///
/// The width of each sprite in the SpriteSheet.
///
public int SpriteWidth
{
get { return spriteWidth; }
}
///
/// The height of the texture.
///
public int Height
{
get { return texture.Height; }
}
///
/// The height of each sprite in the SpriteSheet.
///
public int SpriteHeight
{
get { return spriteHeight; }
}
#endregion
///
/// Create a new SpriteSheet and determine the number of sprites in the sheet.
///
///
///
Width of each sprite.
///
Height of each sprite.
public SpriteSheet(string name, Texture2D texture, int spriteWidth, int spriteHeight)
: this(name, texture, spriteWidth, spriteHeight, 0)
{
}
///
/// Create a new SpriteSheet.
///
///
///
Width of each sprite.
///
Height of each sprite.
///
The number of sprites in the sheet.
public SpriteSheet(string name, Texture2D texture, int spriteWidth, int spriteHeight, int count)
{
this.name = name;
this.texture = texture;
this.spriteWidth = spriteWidth;
this.spriteHeight = spriteHeight;
if(count == 0)
{
int numX = texture.Width / spriteWidth;
int numY = texture.Height / spriteHeight;
rectangles = new Rectangle[numX * numY];
}
else
{
rectangles = new Rectangle[count];
}
int x = 0, y = 0;
for(int i = 0; i < rectangles.Length; i++)
{
rectangles[i] = new Rectangle(x, y, spriteWidth, spriteHeight);
x += spriteWidth;
if(x >= texture.Width)
{
x = 0;
y += spriteHeight;
}
}
}
public static implicit operator Texture2D(SpriteSheet spriteSheet)
{
return spriteSheet.Texture;
}
}
}
You can create a new SpriteSheet and use it like this:
SpriteSheet spriteSheet = new SpriteSheet("tiles", Content.Load("tiles"), 64, 64);
spriteBatch.Begin();
spriteBatch.Draw(spriteSheet,
new Rectangle(0, 0, spriteSheet.SpriteWidth, spriteSheet.SpriteHeight),
spriteSheet[0],
Color.White);
spriteBatch.End();
Which loads a spritesheet with sprites of size 64×64. It then draws the first Sprite in the SpriteSheet. You of course wouldn’t want to load the spritesheet every frame as well.
Feel free to use this code without restriction.
Edit: I copied and pasted the second piece of code from somewhere else so I fixed two typos.
Colors and Hex
Dec 20th
I recently needed to write out Color(s) as an xml attribute. I wrote 2 methods to read and write the Color(s) as Hex strings. Here ya go:
namespace Snow.Xna.Graphics
{
public static class ColorHelper
{
private static char[] _hexDigits = {'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B', 'C', 'D', 'E', 'F'};
public static string ToHexString(Color color)
{
byte[] bytes = new byte[4];
bytes[0] = color.A;
bytes[1] = color.R;
bytes[2] = color.G;
bytes[3] = color.B;
char[] chars = new char[8];
for(int i = 0; i < 4; i++)
{
int b = bytes[i];
chars[i * 2] = _hexDigits[b >> 4];
chars[i * 2 + 1] = _hexDigits[b & 0xF];
}
return new string(chars);
}
private static byte HexDigitToByte(char c)
{
switch(c)
{
case '0': return (byte)0;
case '1': return (byte)1;
case '2': return (byte)2;
case '3': return (byte)3;
case '4': return (byte)4;
case '5': return (byte)5;
case '6': return (byte)6;
case '7': return (byte)7;
case '8': return (byte)8;
case '9': return (byte)9;
case 'A': return (byte)10;
case 'B': return (byte)11;
case 'C': return (byte)12;
case 'D': return (byte)13;
case 'E': return (byte)14;
case 'F': return (byte)15;
}
return (byte)0;
}
public static Color FromHexString(string hex)
{
if( hex.Length != 8 )
return Color.Black;
int a = (HexDigitToByte(hex[0]) << 4) + HexDigitToByte(hex[1]);
int r = (HexDigitToByte(hex[2]) << 4) + HexDigitToByte(hex[3]);
int g = (HexDigitToByte(hex[4]) << 4) + HexDigitToByte(hex[5]);
int b = (HexDigitToByte(hex[6]) << 4) + HexDigitToByte(hex[7]);
return new Color((byte)r, (byte)g, (byte)b, (byte)a);
}
}
}
XNExtensions
Dec 8th
Nick Gravelyn has released an open source set of C# extension methods for use with Xna. See the post here for more information.
http://www.nickontech.com/2008/12/new-open-source-project-time/
