I am trying to learn MonoGame by building a simple 2D wolf catch eggs game here is my Game class
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using GameName1.GameObjects;
namespace GameName1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Texture2D background;
private Texture2D wolfLeftUp;
private Texture2D wolfLeftDown;
private Texture2D wolfRightUp;
private Texture2D wolfRightDown;
private Wolf wolf;
public Game1()
: base()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
IsMouseVisible = true;
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
background = Content.Load<Texture2D>("background");
wolfLeftUp = Content.Load<Texture2D>("wolflleftup");
wolfLeftDown = Content.Load<Texture2D>("wolflleftdown");
wolfRightUp = Content.Load<Texture2D>("wolflrightup");
wolfRightDown = Content.Load<Texture2D>("wolflleftup");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
if (wolf.GetPosition() == WolfPositions.LeftUp)
{
wolf.Update(gameTime, wolfLeftUp, new Rectangle(20, 3, 600, 500), WolfPositions.RightUp);
var pos = wolf.GetPosition();
}
if (wolf.GetPosition() == WolfPositions.LeftDown)
{
}
}
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Gold);
// TODO: Add your drawing code here
spriteBatch.Begin();
Rectangle destinationRectangle = new Rectangle(0, 0, 800, 500);
spriteBatch.Draw(background, destinationRectangle, Color.White);
wolf = new Wolf(wolfLeftDown, new Rectangle(20, 3, 600, 500), Color.White, WolfPositions.LeftUp);
wolf.Draw(spriteBatch);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
and my wolf class
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
namespace GameName1.GameObjects
{
public class Wolf
{
private WolfPositions wolfPosition;
private Texture2D content;
private Rectangle position;
private Color color;
public Wolf(Texture2D content, Rectangle position, Color color, WolfPositions wolfPosition)
{
this.color = color;
this.content = content;
this.position = position;
this.wolfPosition = wolfPosition;
}
public WolfPositions GetPosition()
{
return wolfPosition;
}
public virtual void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(content, position, color);
}
public virtual void Update(GameTime gameTime, Texture2D content, Rectangle position, WolfPositions wolfPosition)
{
this.content=content;
this.position=position;
this.wolfPosition = wolfPosition;
}
}
}
I am not sure what am I doing wrong but every time i am calling the
wolf.Update(gameTime, wolfLeftUp, new Rectangle(20, 3, 600, 500), WolfPositions.RightUp);
I do not see the position or Texture being updated on the screen
Any help is strongly appreciated.