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In my xna games, I’m often reusing the simple code that allows me to create a menu of buttons rather effortlessly and painlessly. Height/2 - NUMBER_OF_BUTTONS / 2 * BUTTON_HEIGHT - (NUMBER_OF_BUTTONS%2)*BUTTON_HEIGHT/2; for (int i = 0; i // wrapper for hit_image_alpha taking Rectangle and Texture Boolean hit_image_alpha(Rectangle rect, Texture2D tex, int x, int y) // wraps hit_image then determines if hit a transparent part of image Boolean hit_image_alpha(float tx, float ty, Texture2D tex, int x, int y) // determine if x,y is within rectangle formed by texture located at tx,ty Boolean hit_image(float tx, float ty, Texture2D tex, int x, int y) // determine state and color of button void update_buttons() // Logic for each button click goes here void take_action_on_button(int i) The purpose of these methods are to determine a true button hover or click: hovering or clicking on the button texture that did not fall on a transparent pixel. Add the following to the // get elapsed frame time in seconds frame_time = game Time. Milliseconds / 1000.0; // update mouse variables Mouse State mouse_state = Mouse. Here's some screen shots: I like to support redundancy with the keyboard.

I like this method because I don’t need to maintain heavy classes, just a few global arrays. Here's how I support keyboard shortcuts to my buttons: Add the following to your global variables: Now you should have keyboard redundant buttons.

Chad has been writing games and graphics software for more than 15 years.

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Xna game time not updating

From how to structure your code to also how to improve this book will do the job but will require a couple read through especially for beginners.

Published by Sams, I found this book on Xna Gaming to be highly intuitive and well organized.

Here’s a short tutorial showing how I make three-state buttons: Assuming you have opened/created your XNA game project in Visual Studio, add the following to your global variables just under the // Global variables enum BState const int NUMBER_OF_BUTTONS = 3, EASY_BUTTON_INDEX = 0, MEDIUM_BUTTON_INDEX = 1, HARD_BUTTON_INDEX = 2, BUTTON_HEIGHT = 40, BUTTON_WIDTH = 88; Color background_color; Color[] button_color = new Color[NUMBER_OF_BUTTONS]; Rectangle[] button_rectangle = new Rectangle[NUMBER_OF_BUTTONS]; BState[] button_state = new BState[NUMBER_OF_BUTTONS]; Texture2D[] button_texture = new Texture2D[NUMBER_OF_BUTTONS]; double[] button_timer = new double[NUMBER_OF_BUTTONS]; //mouse pressed and mouse just pressed bool mpressed, prev_mpressed = false; //mouse location in window int mx, my; double frame_time; // starting x and y locations to stack buttons // vertically in the middle of the screen int x = Window. Here's a screen shot: Note: Most xna game projects have button classes and event managers, but I find that since buttons are usually not the focus of my game I'd rather just have four lightweight arrays and essentially two methods called on each update.

Y; prev_mpressed = mpressed; mpressed = mouse_state. Pressed; update_buttons(); You should now have working buttons!

I highly recommend this book and rate it five stars out of five.