Hello
I am new to monogame and c#
I was updating a sprite X for movement however is it not smooth, so i have tried using delta gametime, however it does not seem any better, I am making a noob mistake no doubt but can not suss it, any help would be very much appreciated, thank you
My Update is as follows
var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
vecPlayerPostion.X -= 1 * delta;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
vecPlayerPostion.X += 1 * delta;
}
and draw is
spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
and if needed my whole code is as follows
game1.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace SpaceShip
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
PlayerShip PlayerShipUser1;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1920; // set this value to the desired width of your window
graphics.PreferredBackBufferHeight = 1080; // set this value to the desired height of your window
graphics.IsFullScreen = true;
graphics.ApplyChanges();
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
PlayerShipUser1 = new PlayerShip();
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);
PlayerShipUser1.texPlayerTexture = Content.Load<Texture2D>("player");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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();
// TODO: Add your update logic here
PlayerShipUser1.Update(gameTime);
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.CornflowerBlue);
spriteBatch.Begin();
PlayerShipUser1.Draw(spriteBatch);
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
playshipclass.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Audio;
namespace SpaceShip
{
class PlayerShip
{
public Texture2D texPlayerTexture;
private Vector2 vecPlayerPostion;
public PlayerShip()
{
vecPlayerPostion.X = 800;
vecPlayerPostion.Y = 900;
}
public void Update(GameTime gameTime)
{
var delta = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
vecPlayerPostion.X -= 1 * delta;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
vecPlayerPostion.X += 1 * delta;
}
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(texPlayerTexture, vecPlayerPostion, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
}
}
}