XNA 2D Board game - trouble with the cursor

Posted by Adorjan on Game Development See other posts from Game Development or by Adorjan
Published on 2012-03-27T17:53:17Z Indexed on 2012/03/28 5:44 UTC
Read the original article Hit count: 260

Filed under:
|
|
|

I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor.

This is my problem:

I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way.

So here is what I did with the cursor:

public override void LoadContent()
{
    ...
    mutato.Position = new Vector2(X, Y); //X=103, Y=107;
    mutato.Sebesseg = 45;
    ...
    mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg);
    ...
}

public override void HandleInput(InputState input)
{
    if (input == null)
        throw new ArgumentNullException("input");

    // Look up inputs for the active player profile.
    int playerIndex = (int)ControllingPlayer.Value;

    KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex];

    if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected)
    {
        ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer);
    }
    else
    {
        // Otherwise move the player position.
        if (keyboardState.IsKeyDown(Keys.Down))
        {
             Y = (int)mutato.Position.Y + mutato.Move;
        }
        if (keyboardState.IsKeyDown(Keys.Up))
        {
            Y = (int)mutato.Position.Y - mutato.Move;
        }
        if (keyboardState.IsKeyDown(Keys.Left))
        {
              X = (int)mutato.Position.X - mutato.Move;
        }
        if (keyboardState.IsKeyDown(Keys.Right))
        {
             X = (int)mutato.Position.X + mutato.Move;
        }
    }
}

public override void Draw(GameTime gameTime)
{
    mutato.Draw(spriteBatch);
}

Here's the cursor's (mutato) class:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace Battleship.Components
{
    class Cursor
    {
        public Texture2D Cursortexture;
        public Vector2 Position;
        public int Move;

        public void Initialize(Texture2D texture, Vector2 position,int move)
        {
            Cursortexture = texture;
            Position = position;
            Move = move;
        }

        public void Update()
        {
        }

        public void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(Cursortexture, Position, Color.White);
        }
    }
}

And here is a part of the InputState class where I think I should change something:

public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer,
                                       out PlayerIndex playerIndex)
{
     if (controllingPlayer.HasValue)
     {
           // Read input from the specified player.
           playerIndex = controllingPlayer.Value;

           int i = (int)playerIndex;

           return (CurrentKeyboardStates[i].IsKeyDown(key) &&
                   LastKeyboardStates[i].IsKeyUp(key));
     }
}

If I leave the movement operation like this it doesn't have any sense:

X = (int)mutato.Position.X - mutato.Move;

However if I modify it to this:

X = (int)mutato.Position.X--;

it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

© Game Development or respective owner

Related posts about XNA

Related posts about movement