I recently decided to learn and make small 2D game using XNA framework. So i started by editing an example in “XNA 4.0 Game Development by Example” book by Kurt Jaegers and atm i’m stuck at displaying sprites..
I would like to make something like mahjong solitaire where tiles are destroyed when you select two same pieces. So Im displaying a board with random pieces but dont know how to draw clicked tile in different color to show that i’ve selected it.
That’s main Game1 class:
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D titleScreen;
Texture2D backgroundscreen;
Texture2D playingTiles;
Board gameBoard;
Vector2 gameBoardDisplayOrigin = new Vector2(70, 89);
enum GameStates { TitleScreen, Playing };
GameStates gameState = GameStates.TitleScreen;
Rectangle EmptyPiece = new Rectangle(247, 165, 40, 40);
const float MinTimeSinceLastInput = 0.25f;
float timeSinceLastInput = 0.0f;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
this.IsMouseVisible = true;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.ApplyChanges();
gameBoard = new Board();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
titleScreen = Content.Load<Texture2D>(@"Textures\TitleScreen");
backgroundscreen = Content.Load<Texture2D>(@"Textures\Background");
playingTiles = Content.Load<Texture2D>(@"Textures\MSuXTiles");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
/// /// ******************* UPDATE *********************
/// ********************************************************
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
switch (gameState)
{
case GameStates.TitleScreen:
if (Keyboard.GetState().IsKeyDown(Keys.Space))
{
gameBoard.ClearBoard();
gameBoard.GenerateNewTiles();
//playerScore = 0;
gameState = GameStates.Playing;
}
break;
case GameStates.Playing:
timeSinceLastInput += (float)gameTime.ElapsedGameTime.TotalSeconds;
if (timeSinceLastInput >= MinTimeSinceLastInput)
{
HandleMouseInput(Mouse.GetState());
}
//gameBoard.GenerateNewTiles();
break;
}
base.Update(gameTime);
}
/// ********************** DRAW ************************
/// ********************************************************
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
if (gameState == GameStates.TitleScreen)
{
spriteBatch.Begin();
spriteBatch.Draw(titleScreen, new Rectangle(0, 0, this.Window.ClientBounds.Width,
this.Window.ClientBounds.Height), Color.White);
spriteBatch.End();
}
if (gameState == GameStates.Playing)
{
spriteBatch.Begin();
spriteBatch.Draw(backgroundscreen, new Rectangle(0, 0,
this.Window.ClientBounds.Width, this.Window.ClientBounds.Height), Color.White);
for (int x = 0; x < Board.BoardWidth; x++)
for (int y = 0; y < Board.BoardHeight; y++)
{
int pixelX = (int)gameBoardDisplayOrigin.X + (x * GameTile.TileWidth);
int pixelY = (int)gameBoardDisplayOrigin.Y + (y * GameTile.TileHeight);
//rysujemy tlo dla przezroczystych obrazkow
/*spriteBatch.Draw(
playingTiles,
new Rectangle(pixelX, pixelY, GameTile.TileWidth, GameTile.TileHeight),
EmptyPiece,
Color.White);*/
spriteBatch.Draw(
playingTiles,
new Rectangle(pixelX, pixelY, GameTile.TileWidth, GameTile.TileHeight),
gameBoard.GetSourceRect(x, y),
Color.White);
}
//this.Window.Title = playerScore.ToString();
spriteBatch.End();
}
base.Draw(gameTime);
}
//input handling
private void HandleMouseInput(MouseState mouseState)
{
int x = ((mouseState.X - (int)gameBoardDisplayOrigin.X) / GameTile.TileWidth);
int y = ((mouseState.Y - (int)gameBoardDisplayOrigin.Y) / GameTile.TileHeight);
if ((x >= 0) && (x < Board.BoardWidth) &&
(y >= 0) && (y < Board.BoardHeight))
{
if (mouseState.LeftButton == ButtonState.Pressed)
{
gameBoard.TintSelectedTile(x, y);
timeSinceLastInput = 0.0f;
}
if (mouseState.RightButton == ButtonState.Pressed)
{
timeSinceLastInput = 0.0f;
}
}
}
}
Board class :
class Board
{
Random rand = new Random();
public const int BoardWidth = 10;
public const int BoardHeight = 10;
private GameTile[,] boardOfTiles = new GameTile[BoardWidth, BoardHeight];
//constructor
public Board()
{
ClearBoard();
}
public void ClearBoard()
{
for (int x = 0; x < BoardWidth; x++)
for (int y = 0; y < BoardHeight; y++)
boardOfTiles[x, y] = new GameTile("Empty,Four");
}
//methods
public Rectangle GetSourceRect(int x, int y)
{
return boardOfTiles[x, y].GetSourceRect();
}
public string GetSquare(int x, int y)
{
return boardOfTiles[x, y].TileType;
}
public void SetSquare(int x, int y, string tileName)
{
boardOfTiles[x, y].SetTile(tileName);
}
public void RandomPiece(int x, int y)
{
boardOfTiles[x, y].SetTile(GameTile.TileTypes[rand.Next(0, GameTile.MaxTilesColumnIndex),
rand.Next(0, GameTile.MaxTilesRowIndex)]);
}
public void GenerateNewTiles()
{
for (int y = 0; y < Board.BoardHeight; y++)
for (int x = 0; x < Board.BoardWidth; x++)
{
if (GetSquare(x, y) == "Empty,Four")
{
RandomPiece(x, y);
}
}
}
}
and GameTile class:
class GameTile
{
public static string[,] TileTypes =
{
{"Circle,One", "Circle,Two", "Circle,Three", "Circle,Four", "Circle,Five",
"Circle,Six", "Circle,Seven", "Circle,Eight", "Circle,Nine"},
{"Bamboo,One", "Bamboo,Two", "Bamboo,Three", "Bamboo,Four", "Bamboo,Five",
"Bamboo,Six", "Bamboo,Seven", "Bamboo,Eight", "Bamboo,Nine"},
{"Character,One", "Character,Two", "Character,Three", "Character,Four", "Character,Five",
"Character,Six", "Character,Seven", "Character,Eight", "Character,Nine"},
{"Honor,One", "Honor,Two", "Honor,Three", "Honor,Four", "Something1,Five",
"Something2,Six", "Something3,Seven", "Something4,Eight", "Something5,Nine"},
{"Dragon,One", "Dragon,Two", "Dragon,Three", "Empty,Four", "Something6,Five",
"Something7,Six", "Something8,Seven", "Something9,Eight", "Something10,Nine"},
{"Flower,One", "Flower,Two", "Flower,Three", "Flower,Four", "Something11,Five",
"Something12,Six", "Something13,Seven", "Something14,Eight", "Something15,Nine"},
{"Season,One", "Season,Two", "Season,Three", "Season,Four", "Something16,Five",
"Something17,Six", "Something18,Seven", "Something19,Eight", "Something20,Nine"}
};
public const int TileHeight = 40;
public const int TileWidth = 40;
public const int MaxTilesRowIndex = 9;
public const int MaxTilesColumnIndex = 7;
private const int textureOffsetX = 1;
private const int textureOffsetY = 1;
private const int texturePaddingX = 1;
private const int texturePaddingY = 1;
private string tileType = "";
public string TileType
{
get { return tileType; }
}
//konstruktory
public GameTile(string type)
{
tileType = type;
}
//metody
public void SetTile(string type)
{
tileType = type;
}
public Rectangle GetSourceRect()
{
int x = textureOffsetX;
int y = textureOffsetY;
foreach (string s in tileType.Split(','))
{
switch(s)
{
case "One":
//y = y;
break;
case "Two":
y = y + (TileHeight + texturePaddingY);
break;
case "Three":
y = y + 2 * (TileHeight + texturePaddingY);
break;
case "Four":
y = y + 3 * (TileHeight + texturePaddingY);
break;
case "Five":
y = y + 4 * (TileHeight + texturePaddingY);
break;
case "Six":
y = y + 5 * (TileHeight + texturePaddingY);
break;
case "Seven":
y = y + 6 * (TileHeight + texturePaddingY);
break;
case "Eight":
y = y + 7 * (TileHeight + texturePaddingY);
break;
case "Nine":
y = y + 8 * (TileHeight + texturePaddingY);
break;
case "Circle":
//x = x;
break;
case "Bamboo":
x = x + (TileWidth + texturePaddingX);
break;
case "Character":
x = x + 2 * (TileWidth + texturePaddingX);
break;
case "Honor":
x = x + 3 * (TileWidth + texturePaddingX);
break;
case "Dragon":
x = x + 4 * (TileWidth + texturePaddingX);
break;
case "Flower":
x = x + 5 * (TileWidth + texturePaddingX);
break;
case "Season":
x = x + 6 * (TileWidth + texturePaddingX);
break;
}
}
return new Rectangle(x, y, TileHeight, TileWidth);
}
}
and that’s how it looks atm:
http://i55.tinypic.com/2yuizbl.png
An easy thing you can do is, in the
SpriteBatch.Draw()call for the clicked, tile, changeColor.Whiteinto some other color–maybe aRed. This will cause the tile to be shaded the new color.If you’d prefer some other effect, you can render your clicked tile to a separate
RenderTarget2D, perform any enhancements you’d like to that render target, and then draw the render target to the back buffer.