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Home/ Questions/Q 6875065
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T04:16:26+00:00 2026-05-27T04:16:26+00:00

I’m trying to draw grid using the XNA framework, this grid should have a

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I’m trying to draw grid using the XNA framework, this grid should have a fixed dimension, during the execution of XNA, but should be given to the user the opportunity to customize it before launch the game page (I’m building my app with the silverlight/xna template).

Does anyone has a suggestion on how achieve this goal?

Thank you

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  1. Editorial Team
    Editorial Team
    2026-05-27T04:16:26+00:00Added an answer on May 27, 2026 at 4:16 am
        ContentManager contentManager;
        GameTimer timer;
        SpriteBatch spriteBatch;
        LifeGrid life;
    
    
        int tileSize = 32;
        Vector2 position = Vector2.Zero;
        Texture2D gridTexture;
        int[,] map;
    
        public GamePage()
        {
            InitializeComponent();
    
            // Get the content manager from the application
            contentManager = (Application.Current as App).Content;
    
            // Create a timer for this page
            timer = new GameTimer();
            //timer.UpdateInterval = TimeSpan.FromTicks(333333);
            timer.UpdateInterval = TimeSpan.Zero;
            timer.Update += OnUpdate;
            timer.Draw += OnDraw;
            List<Position> p = new List<Position>();
            p.Add(new Position(1,1));
            p.Add(new Position(1,4));
            p.Add(new Position(1,5));
            p.Add(new Position(1,6));
            p.Add(new Position(1,7));
            this.life = new LifeGrid(10, 10, p);
    
    
            map = new int[,]{{1, 1, 0,},{0, 1, 1,},{1, 1, 0,},};
    
            // LayoutUpdated += new EventHandler(GamePage_LayoutUpdated);
        }
        /// <summary>
        /// Allows the page to draw itself.
        /// </summary>
        private void OnDraw(object sender, GameTimerEventArgs e)
        {
            // SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue);
           // SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.Black);
            // Draw the sprite
            spriteBatch.Begin();
    
            for (int i = 0; i <= map.GetUpperBound(0); i++)
            {
                for (int j = 0; j <= map.GetUpperBound(1); j++)
                {
                    int textureId = map[i, j];
                    if (textureId != 0)
                    {
                        Vector2 texturePosition = new Vector2(i * tileSize, j * tileSize) + position;
    
                        //Here you would typically index to a Texture based on the textureId.
                        spriteBatch.Draw(gridTexture, texturePosition, null, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0f);
    
                    }
                }
            }
    
    
            spriteBatch.End();
        }
    
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