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Learning XNA 3.0
book

Learning XNA 3.0

by Aaron Reed
November 2008
Beginner
510 pages
16h 24m
English
O'Reilly Media, Inc.
Content preview from Learning XNA 3.0

Creating an Automated Sprite

Now that you have a class that allows the user to control a sprite, it's time to add a class that will generate an animated sprite that moves on its own. Add a new class to your project by right-clicking on the project in Solution Explorer and selecting Add → Class. Name the class file AutomatedSprite.cs. Once the file is ready, mark the new class as a subclass of your Sprite class:

class AutomatedSprite: Sprite

Add the same XNA namespaces as before, but without the input namespace because you won't be gathering input from any devices in this class:

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

Next, add two constructors for the AutomatedSprite class. These constructors will be identical to the ones used for the UserControlledSprite class:

public AutomatedSprite(Texture2D textureImage, Vector2 position, Point frameSize,
    int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed)
    : base(textureImage, position, frameSize, collisionOffset, currentFrame,
    sheetSize, speed)
{
}

public AutomatedSprite(Texture2D textureImage, Vector2 position, Point frameSize,
    int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed,
    int millisecondsPerFrame)
    : base(textureImage, position, frameSize, collisionOffset, currentFrame,
    sheetSize, speed, millisecondsPerFrame)
{
}

Your automated sprite will use the speed member of the base class to move around the screen. This will be done through an overridden direction property, because ...

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Publisher Resources

ISBN: 9780596154905Errata Page