While your SpriteManager
class is wired up and
functional, it doesn't do anything yet. You can draw in your SpriteManager
's Draw
method, just as you can in your Game1
class. In fact, to clearly separate the sprite logic from the
rest of your game, you'll want the SpriteManager
to actually control all drawing of sprites. To accomplish that, you're going to have
to add some code that will draw your sprites to that class.
The first thing you'll need is a SpriteBatch
.
While you already have a SpriteBatch
object in
your Game1
class, it makes more sense to create
your own here for use within this class than to reuse that one. Only that way will
you be able to truly isolate and modularize your game component code. Too much
passing of data back and forth between the game and the game component will break
that model.
In addition to adding a SpriteBatch
variable,
you need to add a few other variables: a list of Sprite
objects that will hold all the automated sprites, and an
object of type UserControlledSprite
that will
represent the player. Add each of these variables at the class level inside your
SpriteManager
class:
SpriteBatch spriteBatch; UserControlledSprite player; List<Sprite> spriteList = new List<Sprite>( );
Just as the SpriteManager
's Update
and Draw
methods are wired up to be called after your Game1
class's Update
and Draw
methods are called, the Initialize
and LoadContent
methods
will also be called after the equivalent Game1
methods. You're going to need to add some code to load textures, initialize your
SpriteBatch
, initialize your player
object, and, for testing purposes, add some
sprites to your sprite manager's list of sprites. Add an override for LoadContent
using the following code to accomplish all
of that:
protected override void LoadContent( ) { spriteBatch = new SpriteBatch(Game.GraphicsDevice); player = new UserControlledSprite( Game.Content.Load<Texture2D>(@"Images/threerings"), Vector2.Zero, new Point(75, 75), 10, new Point(0, 0), new Point(6, 8), new Vector2(6, 6)); spriteList.Add(new AutomatedSprite( Game.Content.Load<Texture2D>(@"Images/skullball"), new Vector2(150, 150), new Point(75, 75), 10, new Point(0, 0), new Point(6, 8), Vector2.Zero)); spriteList.Add(new AutomatedSprite( Game.Content.Load<Texture2D>(@"Images/skullball"), new Vector2(300, 150), new Point(75, 75), 10, new Point(0, 0), new Point(6, 8), Vector2.Zero)); spriteList.Add(new AutomatedSprite( Game.Content.Load<Texture2D>(@"Images/skullball"), new Vector2(150, 300), new Point(75, 75), 10, new Point(0, 0), new Point(6, 8), Vector2.Zero)); spriteList.Add(new AutomatedSprite( Game.Content.Load<Texture2D>(@"Images/skullball"), new Vector2(600, 400), new Point(75, 75), 10, new Point(0, 0), new Point(6, 8), Vector2.Zero)); base.LoadContent( ); }
What's going on here? First, you initialize your SpriteBatch
object; then, you initialize your player
object and add four automated sprites to your
list of sprites. These four sprites are for testing purposes only, so that once you
finish your sprite manager you can see it in action.
Next, you need to call the Update
method of the
player
object and that of all the sprites in
the list of sprites every time the Update
method
in your sprite manager is called. In your sprite manager's Update
method, add this code:
public override void Update(GameTime gameTime) { // Update player player.Update(gameTime, Game.Window.ClientBounds); // Update all sprites foreach (Sprite s in spriteList) { s.Update(gameTime, Game.Window.ClientBounds); } base.Update(gameTime); }
Now, you need to do the same thing when drawing. The Sprite
base class has a Draw
method, so you'll need to call each sprite's Draw
method in your SpriteManger
's Draw
method. Sprites must always be drawn between
calls to SpriteBatch.Begin
and SpriteBatch.End
, so make sure that you add SpriteBatch.Begin
and End
method calls to surround your calls to draw your sprites:
public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.FrontToBack, SaveStateMode.None); // Draw the player player.Draw(gameTime, spriteBatch); // Draw all sprites foreach (Sprite s in spriteList) s.Draw(gameTime, spriteBatch); spriteBatch.End( ); base.Draw(gameTime); }
There's just one more thing you need to take care of in your SpriteManager
class: collision detection. You'll be
handling collision detection in your sprite manager rather than in individual
sprites or in the game object itself.
For this particular game, you don't care if automated sprites collide with one
another—you only need to check your player sprite for collision against all your
automated sprites. Modify your Update
call to
check for player collisions with all AutomatedSprites
:
public override void Update(GameTime gameTime) { // Update player player.Update(gameTime, Game.Window.ClientBounds); // Update all sprites foreach (Sprite s in spriteList) { s.Update(gameTime, Game.Window.ClientBounds); // Check for collisions and exit game if there is one if (s.collisionRect.Intersects(player.collisionRect)) Game.Exit( ); } base.Update(gameTime); }
Now, each time the Update
method of your game
is called, Update
will also be called in your
SpriteManager
. The SpriteManager
will in turn call Update
on all sprites and check them for collisions against the
player sprite. Beautiful, isn't it?
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