I am currently working on a platforming game and I am trying to draw 40 items in one screenstate, but I don't want to hard code them all. Here's what I've tried so far:
Sprite class:
class Sprite
{
//texture, position and color
public Texture2D texture;
public Vector2 position;
public Color color;
}
Definiton:
Sprite levelboxbg;
int LevelBoxX = 20;
Loading:
levelboxbg = new Sprite();
levelboxbg.texture = Content.Load<Texture2D>("LevelBoxBeta");
levelboxbg.position = new Vector2(0, 0);
levelboxbg.color = Color.White;
Execution:
public void DrawLevelBoxes(SpriteBatch spriteBatch)
{
for (int i = 0; i < 10; i++)
{
spriteBatch.Draw(levelboxbg.texture, new Vector2(LevelBoxX + 20 ,0), levelboxbg.color);
LevelBoxX += 20;
}
}
I then call the method in my draw function.
Visual studio has given me 0 errors for this and it will run; however, when I get to the screen where it's supposed to draw the boxes, it draws them all but only for a fraction of a second, then they dissipate.
Any help is greatly appreciated, thank you for taking the time to read this.
Your LevelBoxX goes to infinity, so the boxes are running out of the screen pretty fast. You can reset LevelBoxX just before the for-loop like so:
public void DrawLevelBoxes(SpriteBatch spriteBatch)
{
LevelBoxX = 20;
for (int i = 0; i < 10; i++)
{
spriteBatch.Draw(levelboxbg.texture, new Vector2(LevelBoxX + 20 ,0), levelboxbg.color);
LevelBoxX += 20;
}
}
Or just declare a local variable:
public void DrawLevelBoxes(SpriteBatch spriteBatch)
{
int counter = 20;
for (int i = 0; i < 10; i++)
{
spriteBatch.Draw(levelboxbg.texture, new Vector2(counter + 20 ,0), levelboxbg.color);
counter += 20;
}
}